TEXT: By John Compton
  Midwives  
  to Death
  
  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
  The Gravelands
  
  Paizo Inc.
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  paizo.com
  ON THE COVER
  Midwives to Death 
  2
  by John Compton
  NPC Gallery 
   58
  by John Compton
  Developer Showcase 
  64
  by John Compton, Adam Daigle, Eleanor Ferron, Thurston Hillman, James Jacobs, Jason Keeley, 
  Luis Loza, Ron Lundeen, Robert G. McCreary, Erik Mona, Michael Sayre, Owen K.C. Stephens, 
  Mark Seifter, and Linda Zayas-Palmer
  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 Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Inner Sea Gods 
  ISG
  Mythic Adventures 
  MA
  Occult Adventures 
  OA
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  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.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
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  Pathfinder Adventure Path #144: Midwives to Death © 2019, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, 
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  Printed in China. Everything dies, baby, that’s a fact. But maybe everything that dies someday comes back.
  In this stunning cover art by Igor Grechanyi, Imrijka 
  and Seelah face off against hordes of undead while 
  the most powerful undead foe of them all, the 
  Whispering Tyrant, works his evil magic.
  Development Leads • Crystal Frasier, Ron Lundeen, and 
  Patrick Renie
  Authors • John Compton, with Adam Daigle, Eleanor Ferron, 
  Thurston Hillman, James Jacobs, Jason Keeley, Luis Loza, 
  Ron Lundeen, Robert G. McCreary, Erik Mona, Michael Sayre, 
  Owen K.C. Stephens, Mark Seifter, and Linda Zayas-Palmer
  Cover Artist • Igor Grechanyi
  Interior Artists • Vlada Hladkova, Joel Holtzman,  
  Artur Nakhodkin, and Vicky Yarova
  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
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, Avi Kool, 
  Lyz Liddell, Adrian Ng, Lacy Pellazar, James L. Sutter, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
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  Andrew White
  Midwives to Death
  ADVENTURE PATH 6 OF 6
  
  Midwives to Death
  PART 1: THE NASCENT WILDS ......................................... 4
  The heroes must traverse the primal forest surrounding the fortress of 
  Hammer Rock while searching for a missing team of operatives. In the 
  process, the PCs must outrun the wild hunt and overcome the wilderness’s 
  malevolent overlord.
  Advancement Track
   “Midwives to Death” is designed 
  for four characters and uses the 
  medium XP track.
  16
  The PCs begin this 
  adventure at 16th level. 
  PART 2: FORTRESS OF THE DEAD ................................14
  The heroes fend off unquiet spirits and giant cultists who have laid claim to 
  Hammer Rock, then descend into the vast sepulcher of Fallowdeep. There, the 
  PCs must sabotage the Whispering Tyrant’s reinforcements while preventing 
  any of Fallowdeep’s warring factions from taking control.
  PART 3: THE CAIRNLAND FLAMES............................. 52
  The heroes reach the edge of the Cairnlands outside Absalom, where they 
  skirmish with the Whispering Tyrant’s forces. There, they must goad the lich 
  into using his greatest weapon—which, when used against the heroes, is also his 
  greatest weakness.
  The PCs should reach 17th 
  level shortly after they enter 
  Fallowdeep in Part 2. 
  17
  The PCs should reach 18th 
  level prior to confronting 
  the Whispering Tyrant in 
  Part 3.
  18
  
  ADVENTURE  
  BACKGROUND
  Overlooking the Path River and the imposing Hungry 
  Mountains to the northwest, the castle of Hammer 
  Rock has defended Lastwall’s lifeline waterway since its 
  construction in 3993 ar. However, its history extends back 
  millennia earlier, to the fall of the dwarven sky citadel of 
  Koldukar (now the orc city of Urgir) in –3708 ar. Intent 
  on creating a fortress from which they could retake their 
  lost city, dozens of dwarves swore a sacred oath to Kols, 
  the dwarven god of promises, to reclaim Koldukar. For 
  two years they dug into the hills, building subterranean 
  storerooms and deep foundations for the mighty castle 
  that would house their army of reclamation. The dwarves 
  named their fortress Glerhadring. 
  However, the dwarves never finished Glerhadring. 
  Several dwarven houses balked at their empire’s decision 
  to cut its losses and give up on Koldukar, independently 
  rallying their own private army to retake the sky citadel. 
  Answering the call, Glerhadring’s builders abandoned their 
  chisels and donned their armor, marching north to fulfill 
  their oath to Kols. The venture failed catastrophically, 
  and Glerhadring sat unfinished. Only after another orc 
  invasion and imperial Tar Taargadth’s collapse in 1551 ar 
  did the dwarves reconsider Glerhadring, hoping to use it as 
  a new bulwark against their ancient enemy. However, work 
  ceased after only a few more years, when the outbreak of 
  civil war in what would become the Five Kings Mountains 
  recalled the warriors and artisans to serve their respective 
  kingdoms in the battles to come.
  When the Whispering Tyrant’s undead and orc armies 
  laid claim to this region, the incomplete ruins fell under 
  his control, yet even he barely saw fit to finish the castle. 
  Only after the Shining Crusade established a beachhead 
  in Ustalav did he dispatch a lieutenant to repurpose 
  the ruins and create Fallowdeep, a hidden depot of 
  corpses, reagents, magic items, and more to supply his 
  counteroffensive. The half-orc lich Klrau Adleon oversaw 
  construction, enchanting the tunnels to deflect crusader 
  divinations and creating gateways that could quickly 
  funnel resources to any location the Whispering Tyrant 
  required. By the time work on Fallowdeep concluded, 
  though, the Shining Crusade had forced the Whispering 
  Tyrant back into Gallowspire, scattered the undead 
  armies, and established beachheads across the land 
  that would become Lastwall. Cautiously, Klrau ushered 
  several of the Whispering Tyrant’s nearby allies into 
  Fallowdeep, sealed the entrance, and desperately tried to 
  contact his master. After decades without any answer, the 
  lich grew torpid and quiet, along with the others in the 
  subterranean stronghold.
  Only after more than a century did Lastwall decide to 
  build its own castle atop these ruins, which had become the 
  lair of the bronze dragon Ptemiazrol. Lastwall negotiators 
  gained Ptemiazrol’s trust and agreed to maintain a vaulted 
  aerie for the dragon within their new structure. Builders 
  found the hammer-shaped dedications to Kols from 
  the original dwarven masons, and not understanding 
  their full significance, they borrowed the symbols as 
  inspiration for the castle’s name: Hammer Rock. The 
  fortress has stood for centuries since—at least, up until 
  the Whispering Tyrant’s recent return. 
  Having laid waste to much of Lastwall and the Knights 
  of Ozem, the Whispering Tyrant has turned his attention 
  to larger goals: attaining an insurmountable amount of 
  power and devastating the legacy of Aroden, his most 
  reviled rival. Millennia ago it was Aroden’s blade that slew 
  Tar-Baphon and helped him attain lichdom. Now the 
  Whispering Tyrant intends to conquer Absalom, shatter 
  Starstone Cathedral, and absorb every remaining drop of 
  divine potential from the Starstone enshrined within it. 
  He is loath to demolish the city with the Radiant Fire, lest 
  doing so destroy his path to godhood, so instead he needs 
  an immense army to take the city by conventional means.
  The legions stored within Fallowdeep were a key part 
  of this plan. After planting one of the shards from the 
  Shattered Shield of Arnisant on a family of refugees his 
  forces herded toward Hammer Rock, the Whispering 
  Tyrant evoked his Radiant Fire to snuff out the castle’s 
  entrenched and capable defenders. He then identified 
  Fallowdeep’s buried entrance and blasted it open, with his 
  immediate entourage in tow. What they found enraged 
  the lich-king. In the centuries of neglect, Klrau Adleon 
  had succumbed to apathetic torpor, and his assistants had 
  turned Fallowdeep into a battleground as they competed 
  for resources and dominance. Furious, the Whispering 
  Tyrant demanded renewed vows of obedience, took direct 
  control of nearly half of the facility’s undead soldiers, 
  activated the teleportation circles, and transported his 
  reclaimed army to the Isle of Kortos. The Whispering 
  Tyrant left his advisor Lyanthari to sort out the mess and 
  mobilize the remaining forces.
  Unfortunately, Lyanthari’s loyalties to the Whispering 
  Tyrant have frayed to the point of breaking. Despite being 
  a longtime ally, the devout Lyanthari has grown to loathe 
  the lich, especially as he becomes increasingly dismissive 
  of Urgathoa as he draws closer to realizing his own 
  divine aspirations. As a result, Lyanthari has maintained 
  the tense stalemate in Fallowdeep, knowing that the 
  longer that the Whispering Tyrant must wait to assemble 
  his army, the more likely he is to learn even a shred of 
  humility and respect Urgathoa’s dominion.
  Meanwhile, the PCs have been in distant Arcadia, where 
  they learned the secrets of the obols lodged in their hearts: 
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  3
  
  If they can lure the Whispering Tyrant into using the 
  Radiant Fire against them, their obols will create a magical 
  feedback to destroy the lich’s ability to use the Radiant 
  Fire forever. The PCs have at last managed to 
  return to Avistan, arriving in Lastwall weeks 
  after their departure. By now, Lastwall’s 
  emergency evacuation is nearly complete, 
  and word reached the nation only days ago of 
  the Whispering Tyrant’s sudden appearance 
  outside of Absalom. Aylunna Varvatos, the 
  highest-ranking priest of Iomedae in Lastwall 
  and chief administrator of the evacuation, has 
  deduced the reason for his delay: Hammer 
  Rock otherwise represented an insignificant 
  target, particularly for such a powerful 
  weapon 
  as 
  the 
  Radiant 
  Fire. She has determined 
  that the Whispering Tyrant 
  is awaiting reinforcements, 
  and probably from within 
  Hammer Rock. Believing that the key to 
  cutting off the Whispering Tyrant’s reinforcements 
  lies somewhere within the stronghold, she already 
  dispatched an elite team to investigate. But the operatives 
  have gone silent, having fallen prey to new threats 
  inhabiting the fecund wilderness around Hammer Rock.
  The PCs’ return gives Aylunna new hope. With more 
  and more of the Inner Sea nations’ reinforcements 
  headed for Absalom, there are no other heroes to spare 
  for an operation that could turn the tide of the war.
  PART 1:  
  THE NASCENT WILDS
  Although the PCs might arrive anywhere in Lastwall when 
  they return from Arcadia, they soon learn that the nation’s 
  evacuation is being coordinated from the city of Vellumis. 
  Lastwall is lost, and its people have taken to calling it 
  the Gravelands instead. Nearly everyone in Lastwall 
  knows that the evacuation efforts are being led by the 
  hardworking Second Sword Knight Aylunna Varvatos, the 
  highest-ranking priest of Iomedae in Lastwall. The PCs 
  likely remember Aylunna from “Last Watch,” so meeting 
  her in Vellumis is the PCs’ best first step.
  Vellumis’s outskirts are a mess of churned earth, 
  scorched heaps where corpse pyres have run their course, 
  and broken bones. In the PCs’ absence, the Whispering 
  Tyrant’s forces have regularly skirmished with Lastwall’s 
  remaining forces, while the mortal defenders gradually 
  fell back to defend the last refugees’ flight across Lake 
  Encarthan. Shortly after the PCs arrive, a lookout atop 
  Vellumis’s walls sounds a horn, and an armed escort rides 
  out to meet them and lead them into the city. Only about 
  1,000 souls remain in the once-thriving port—soldiers 
  and fearful noncombatants in equal measure—all 
  preparing for the next convoy of ships to help 
  them evacuate.
  Thanks to the PCs’ earlier deeds in service 
  to Lastwall, it’s only a matter of time before 
  someone recognizes the PCs. The PCs are 
  likely remembered as heroes, although if 
  they clashed with Watcher-Lord Ulthun 
  at the end of “Gardens of Gallowspire,” 
  they might instead be met with wary 
  suspicion. In any case, the PCs’ escort 
  insists that they meet with the 
  commanding officer, Aylunna 
  Varvatos. If the PCs managed 
  to dissuade Ulthun from 
  attacking the Whispering 
  Tyrant, the soldiers share 
  rumors that he and his 
  surviving 
  knights 
  managed 
  to escape south to rally Lastwall’s 
  neighbors, with theories about how they 
  escaped ranging from a noble charge through 
  undead hordes to having been smuggled out by goblins. 
  Commander Varvatos hasn’t slept for 2 days. It takes 
  her a moment to recognize the PCs as she looks up from 
  a map of Lastwall riddled with needles bearing tiny red 
  flags. Their appearance provides her visible relief, and 
  she eagerly asks the PCs for information about what 
  befell them in Ustalav and afterward. After hearing of 
  the PCs’ extraordinary journey to Arcadia, she fills them 
  in on the past weeks’ trials. Lastwall has fallen, and the 
  Knights of Ozem are scattered, if not wiped out entirely. 
  The Whispering Tyrant has returned to his full power and 
  has set his sights on Absalom.
  “I’ve barely slept since getting the news from Absalom: 
  the Whispering Tyrant himself appeared at the edge of the 
  Cairnlands northeast of Absalom only days ago with thousands 
  of undead troops. His forces began clearing a large area amid 
  the ruins and siege castles, and he’s simply waited since 
  then. It seems as though he’s awaiting reinforcements before 
  attacking Absalom in earnest, and I think I’ve deduced where 
  they’re coming from.” Varvatos sweeps aside several scattered 
  papers to uncover the eastern section of her large Lastwall 
  map and points at a hilly region with fewer red-flagged pins. 
  “This is—was—Hammer Rock. It’s a sizeable castle intended to 
  watch over the Path River, and its commander, Captain Tsomar 
  Trant, volunteered to continue defending it to help refugees 
  escape toward Caliphas. Three days ago, the sky flared with 
  the unmistakable light of the Radiant Fire, and our divinations 
  indicated Hammer Rock was the target.
  4
  Aylunna Varvatos
  
  “Let’s be clear: Hammer Rock was hardly a strategic threat to 
  the Whispering Tyrant and, after his initial test in Roslar’s Coffer, 
  he’s reserved the Radiant Fire for serious targets. Something 
  he particularly feared or wanted must have been there. Then, 
  a day later, he suddenly emerged outside Absalom with part of 
  an army in tow? It can’t be a coincidence.
  “The rest of Avistan’s in no position to send me the forces 
  necessary to find out why the Whispering Tyrant was so 
  interested in Hammer Rock, but that didn’t stop me from 
  sending a team of my best remaining agents to learn more.” 
  She sighs and leans back. “We lost contact with them. They 
  might be captured, trapped in a warded area, dead, or worse. 
  “Absalom’s already struggling to muster its defenses, and 
  the leaders seem to think the key to stopping the Whispering 
  Tyrant lies in the ruins of Gallowspire—nearly the whole 
  Pathfinder Society’s converged on the place. Whatever’s 
  happening beneath Hammer Rock, you and any of my surviving 
  team in the field are the only ones in a position to act on it.”
  She clears her throat. “You’ve already been through so 
  much. I’m sorry you couldn’t get a nicer homecoming.”
  Aylunna Varvatos answers any questions as best she 
  can, including the likely queries and her responses below.
  What should we know of Hammer Rock? “It’s a 
  mid-sized castle built in the Sandcarver Hills, which 
  gives it a good view of the surrounding terrain. Back 
  when Lastwall was still fairly young, surveyors found 
  some incomplete dwarven ruins there and used those as 
  the foundation for the castle. Those ruins had numerous 
  unfamiliar hammer-shaped sigils, which is how the site 
  got its name. The castle has a reputation for being haunted. 
  Leaders thought this was only from undiscovered tunnels 
  below settling after so many years, but the Whispering 
  Tyrant’s interest hints that the rumors may have been 
  true. Last thing: Hammer Rock is designed for last stands, 
  to buy time. The commander can activate several potent 
  wards meant to kill anyone attempting to breach the 
  keep. We don’t know if they’re active. Two of my agents—
  Ianthras and Kwenlyn—seemed confident that they could 
  suppress the wards if they’d been activated, so find the 
  team and coordinate with them if you can.”
  What should we know about the first team? “The 
  team is four of my best troubleshooters. Ianthras is an 
  elf sorcerer from Kyonin and an expert at transportation 
  magic. He officially led the team. Kwenlyn Gavix is a 
  veteran halfling scout. Birte is a half-orc who spent over 
  a decade under deep cover in Belkzen—she’s a cleric 
  of Kelinahat, angel of espionage. Garumel Falhon is a 
  strange one—a Nidalese man who escaped his homeland, 
  found some comfort in the avenger Ragathiel’s grace, and 
  is one of the most cunning paladins I’ve met.”
  How will we reach Hammer Rock? “I have a potent 
  arcane specialist in reserve: Knight-Arcanist Stalgard. 
  He’ll be able to get you out there, though he’ll be aiming 
  farther out than the first team arrived, just in case some 
  aftereffect of the Radiant Fire caused a teleportation 
  mishap. He’ll teleport with you, but thereafter he’s to 
  independently scout the area and send me intelligence.”
  What should we do when we find the first team? “Learn 
  what you can from them, and act on it. I don’t know what 
  condition my agents might be in.” She hesitates before 
  retrieving a wand of speak with dead (CL 10th, 7 charges) to 
  give the PCs. “I hope you don’t have to use this.”
  Can’t we just go to Absalom? or We know how to 
  destroy Tar-Baphon. “A few bodies on the field won’t 
  change the battle, and even if you have a means of 
  subverting the Radiant Fire, I don’t think that the 
  Whispering Tyrant has reason to use it—at least not so 
  long as his conventional army is an option. At the very 
  least, let’s confirm Hammer Rock isn’t providing him an 
  edge we can deny him.”
  Aylunna Varvatos ensures the PCs have time to rest, 
  regroup, and restock before they set out for Hammer 
  Rock. Her operation, already struggling to maintain 
  its supplies, has been winding down in anticipation of 
  departure. Aylunna can muster up to 1,000 gp in supplies 
  the PCs request, providing them at no cost. A cleric in 
  her service can also cast sending to contact a supplier in 
  Absalom, Oppara, or another metropolis, convincing a 
  spellcaster to acquire any pricier gear that the PCs might 
  want to purchase and teleport to them; effectively, this is an 
  opportunity for the PCs to off-load loot and purchase gear 
  before setting off on their deadliest mission yet. Aylunna 
  gravely declares that the PCs need to be prepared for an 
  extended foray with minimal backup.
  Once the PCs are prepared, Aylunna introduces them 
  to Knight-Arcanist Stalgard (LN male dwarf wizard 13), the 
  ranking arcane spellcaster who is prepared to cast teleport to 
  get them within 10 miles of Hammer Rock. A devout man 
  with a wry sense of humor, Sir Stalgard tends to conclude 
  his assessments with wry expressions like “But we’ll all be 
  dead by then,” accompanied by a grim grin.
  Sir Stalgard is unwilling to transport the PCs any closer 
  to Hammer Rock due to the previous team’s failure to 
  report. To him, this suggests trouble—perhaps even new 
  witchgates erected by the Whispering Tyrant’s forces. He’s 
  prepared greater teleport and two teleport spells, and he 
  carries a scroll of greater teleport as well—enough magic to 
  get the PCs to the intended spot.
  Once Sir Stalgard has landed everyone safely, he wishes 
  the PCs luck, points in the direction the previous team 
  should have arrived, and explains that he’s to spend the 
  next several hours scouting elsewhere in the area. He then 
  activates his ring of invisibility to begin his surveillance. Sir 
  Stalgard’s other spells and resources aren’t specifically 
  defined, so the GM can tailor those to provide any 
  5
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  emergency services the PCs may need, or even to use Sir 
  Stalgard as a replacement PC if necessary.
  A. KEIRODERA FOREST
  When the Whispering Tyrant used the Radiant Fire 
  against Hammer Rock, the explosion not only 
  devastated the castle’s defenders with negative 
  energy but also generated an aftershock of 
  positive energy. As this wave of raw, life-giving 
  potential coursed over the surrounding 
  Sandcarver Hills, a primal jungle of 
  tall trees, twisting vines, and terrible 
  beasts emerged, tearing their forms 
  from 
  abandoned 
  dreams 
  of the First World. Within 
  minutes, the rocky scrubland 
  had transformed into a 
  sylvan wilderness. To the 
  Whispering Tyrant, the 
  accidental forest was of 
  no consequence; he and 
  his 
  entourage 
  strode 
  through, obliterating the 
  few creatures that challenged them on the march toward 
  Hammer Rock.
  Two groups have since clashed for dominance in the 
  recently created forest. The first is a forest blight that 
  has turned much of this wooded ring into its accursed 
  domain. The other is a band of wild hunt fey who formed 
  spontaneously along with most of the other denizens of 
  the forest. Having existed for only several weeks, the fey 
  have quickly developed etiological myths about who they 
  are, how their woodland home of Keirodera arose, and 
  even how old reality is. 
  Keirodera is an extraordinarily young forest, having 
  magically taken root within a matter of minutes only a 
  few weeks ago. Even so, the trees are a mix of coniferous 
  and deciduous varieties that appear to be several 
  centuries old, and extensive networks of creepers and 
  clinging vines trace their way along trunks and crisscross 
  the canopy high above. 
  The positive energy wave also created a host of animals 
  to populate the woodland. Many perished in the chaotic 
  struggle to establish new predator-prey relationships, 
  and an eclectic array of deer, iguanas, peccaries, small 
  dinosaurs and tapirs populate the forest. A PC who 
  succeeds at a DC 20 Knowledge (nature) check recognizes 
  the forest’s unnatural origin and recent formation.
  The first team that Aylunna Varvatos sent wasn’t aware 
  of the forest’s existence, and they were separated and 
  killed by its dangers.
  Hazard: Along its southwestern edge, near the PCs’ 
  arrival point, the relatively bare ground is easy to traverse. 
  However, a forest blight has established most of the forest 
  as its cursed domain, imposing the effects of its living 
  forest ability (Pathfinder RPG Bestiary 6 41, 302). 
  This causes tree branches to constantly twist 
  into the PCs’ way, ground plants to tangle 
  around ankles, and nettle vines to 
  snag passersby. Except where noted, 
  this effect causes areas A1 through A5 to 
  be difficult terrain, impedes effects that 
  manipulate plants, and grants plant 
  creatures fast healing 5. This effect 
  ends once the forest blight in area 
  A5 is slain. 
  A1. Dangerous Prey
  Although dense, the forest 
  is far from impenetrable. 
  Narrow trails formed 
  by the rocky terrain 
  wind throughout, and 
  it was along these that 
  the half-orc Birte fled in an 
  attempt to escape a deadly forest 
  blight and return with the team’s 
  observations. As the PCs travel into the forest, they come 
  across Birte’s remains skewered by a low branch, as if to 
  create a grisly warning. Indeed, the forest blight stalked 
  Birte until she was only a few hundred feet from the edge 
  of the forest before striking. With a successful DC 20 Heal 
  check, a PC can confirm that Birte perished several days 
  ago (suggesting she perished fairly soon after arriving) and 
  that she died from bludgeoning wounds.
  Birte was a capable half-orc spy for Lastwall who 
  spent many years embedded in the Hold of Belkzen. If 
  questioned with speak with dead, she approaches inquiries 
  in a matter-of-fact manner and firmly upholds her 
  decision to retreat from the Hammer Rock periphery 
  to complete her primary mission: delivering vital 
  intelligence to the Knights of Ozem. She has a basic 
  familiarity with the surrounding terrain and can provide 
  a sense of the obstacles ahead and where Ianthras and 
  Garumel fell. She also knows that Ianthras and Kwenlyn 
  both had the means by which to override Hammer Rock’s 
  emergency glyphs, but she doesn’t know what those are.
  Creature: A few minutes after the PCs begin inspecting 
  Birte’s remains, the distant crashing of a large creature 
  rumbles from the north, followed by a distant, deep bellow 
  like a horn or wailing call. The ruckus grows closer over 
  the course of the next minute, providing the PCs time to 
  spread out, prepare for combat, or take cover. After this 
  minute, an immense ram composed of interwoven plant 
  material and about 13 feet tall at the shoulder bounds out 
  of the wilting undergrowth. This barometz has numerous 
  6
  Sir Stalgard
  
  yellow-fletched arrows sticking out of its rump, though the 
  creature seems hardly the worse for wear. The barometz is 
  the latest prey of the wild hunt fey, who have chased it for 
  several miles already. They are still several thousand feet 
  away, relishing the chase and following from a considerable 
  distance to prolong the hunt. If the barometz spots the 
  PCs, it rears, kicks with its hooves, and attacks, angrily 
  hissing with the rattling sound of a windstorm whipping 
  past hundreds of conifers. The barometz charges and 
  tramples targets when it can, ignoring the supernaturally 
  difficult terrain with the forest blight’s blessing. It flees if 
  reduced to fewer than 25 hit points.
  If the barometz doesn’t see any living creatures, it 
  nevertheless becomes agitated by the signs of other 
  creatures’ passage. It circles the area twice before perking 
  up its ears and continuing its flight.
  BAROMETZ	
  CR	15
  XP	51,200
  hp 253 (Pathfinder RPG Bestiary 4 16); fast healing 5
  Treasure: Birte’s gear includes a masterwork light 
  crossbow with 16 cold iron bolts, masterwork studded 
  leather armor, a ring of evasion, a scroll of heal, a scroll of 
  remove curse (CL 9th), a +1 short sword, and a holy symbol 
  of the empyreal lord Kelinahat (a short sword across 
  a full moon). She also has a backpack that contains a 
  week’s rations, writing equipment, a rough area map, and 
  preliminary notes about what her group had discovered. 
  These records are incomplete, representing only Birte’s 
  initial observations that were frequently interrupted by 
  mishaps in the forest. She notes that she and Garumel 
  Falhon attempted a retreat for an unspecified reason, 
  that Ianthras perished soon after they arrived, and that 
  Kwenlyn was separated from the group during a fight.
  Development: About a minute after the PCs defeat 
  or evade the barometz, the wild hunt party catches up, 
  beginning the encounter described in area A2.
  A2. Meeting the Hunt
  The region’s wild hunt fey have existed for only a few 
  weeks, yet they have already established themselves as 
  one of the mightiest powers of the area and developed 
  a mythology to explain the strange world they inhabit 
  (see the sidebar on page 9). Shortly after the PCs inspect 
  area A1, the fey approach in pursuit of the barometz. They 
  notice the PCs and consider them far more interesting 
  than their prior quarry. The fey fan out around the PCs, 
  as though surrounding prey, although the fey intend the 
  PCs no immediate harm.
  The hunting party is but a fraction of a true wild hunt. The 
  archer Bhaihanial and the scout Fwingolas share de facto 
  leadership, though most of the hunt’s important decisions 
  are instinctive and spontaneous—the fey usually reach a 
  quick consensus based on whoever is the most confident. 
  Their companions are a willful lot, consisting of the smarmy 
  steed Aeosho and the agreeable hounds Treyka, Vleyka, 
  and Schmal. There are a few other wild hunt fey roaming 
  Keirodera, but this hunting party is reticent to share details 
  of those potential reinforcements with strangers.
  If the PCs killed the barometz, the fey skip introductions 
  altogether, quickly take in the situation, and then begin 
  squabbling in a rush to pin the blame on each other for 
  the failed hunt. Unless interrupted, they eventually settle 
  on the PCs being both guilty of having robbed them of 
  their quarry and innocent by nature of being so new to 
  the world (having only just been born, by the hunters’ 
  The Fallen Team
  Upon first receiving reports of Hammer Rock’s loss, Aylunna 
  Varvatos assembled an elite team to teleport to the castle’s 
  outskirts, gather intelligence, search for survivors, and 
  sabotage the Whispering Tyrant’s forces as opportunity 
  arose. Caught off guard by unfamiliar foes and separated in 
  the chaos, the team members each perished within a day. 
  The PCs could potentially restore any of these operatives 
  to life, thereby gaining allies, cohorts, or replacement 
  characters—thus, their levels are not specified here.
  Birte (LG female half-orc cleric of Kelinahat) specialized 
  in infiltration and analysis of enemy movements, having 
  spent 12 years embedded in Urgir as a spy for Vigil 
  before being recalled to confront the Whispering Tyrant’s 
  forces. The forest blight chased her toward the edge of 
  its domain before killing her and leaving her body as an 
  example to intruders (see area A1).
  Garumel	 Falhon (LG male human paladin/rogue) 
  was among the most decorated veterans of the recent 
  battles against the Whispering Tyrant’s forces, blending 
  the empyreal lord Ragathiel’s divine power with the 
  cunning that had helped Garumel escape Nidal years ago. 
  He perished in a close battle with the forest blight, buying 
  time for Birte to escape (see areas A4 and A5).
  Ianthras (LN male elf sorcerer) traveled to Lastwall 
  upon news of the Whispering Tyrant’s escape to provide 
  magical support. He acted as the team’s leader and was 
  the first to perish when his miscalculated teleport spell 
  landed the team in the middle of several viper vines, one 
  of which snagged and killed him (see area A4).
  Kwenlyn	Gavix (NG female halfling ranger) was the 
  team’s primary scout, having immigrated to Lastwall from 
  Absalom a decade ago to escape her family’s dull carting 
  business. She was separated from the team but managed 
  to break through the forest to reach Hammer Rock, where 
  the wyrmwraith Ptemiazrol killed her and animated her 
  as a dread wraith (see areas B2 and B9).
  7
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
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  reasoning). The fey readily introduce themselves or adapt 
  their arguments based on the PCs’ interjections. They’re 
  also willing to relay some of the local lore, such as other 
  strangers traveling through Keirodera, though the fey are 
  purposefully vague about the details. If the PCs talk about 
  their past at all, the fey are quite likely to perceive them as 
  immortal beings—after all, anyone who’s lived for more 
  than a month is literally older than time itself, in their 
  thinking. Regardless, the wild hunt very likely comes to 
  the same conclusion: with one hunt interrupted, it’s only 
  right to begin another with the PCs as the quarry.
  Negotiating the Terms: The fey take it as a foregone 
  conclusion that the PCs will participate as prey in the 
  hunt, and if rebuffed, the fey try to reframe the situation 
  at least twice more before just deciding to attack (see 
  Creatures on page 11). This wild hunt also isn’t used to 
  hunting particularly intelligent prey, so as they explain 
  the premise of the chase, they’re open to setting terms for 
  what is and isn’t allowed. The fey maintain a rudimentary 
  code of honor when it comes to their sacred hunt, which 
  they uphold so long as the PCs do.
  Negotiating these terms involves a combination of 
  roleplaying and skill checks. Bhaihanial and Fwingolas 
  take the lead in discussing rules, all while Aeosho quips 
  about past hunts, and the hounds enthusiastically agree 
  with most terms that make the hunt more interesting. 
  This lack of a united front leaves the fey somewhat 
  vulnerable to the PCs’ playing one hunter off the others. 
  The fey establish some basic assumptions:
  • The PCs shall receive a fair head start, measured by the 
  time it takes the fey to sing one of their favorite songs. 
  This represents the PCs’ starting Pursuit Points total 
  (see The Hunt on page 9).
  • The fey provide the PCs a rough sense of the course, 
  which winds toward the center of Keirodera. Deviating 
  substantially from the course is bad form.
  • Flying 
  or 
  teleporting 
  any 
  substantial 
  distance—farther 
  than the distance one could run 
  in one breath—is prohibited. 
  Everyone must burrow, climb, 
  run, or swim. 
  • Participants can use lethal force 
  to take down or fend off others.
  • At the inside edge of Keirodera stands 
  a tripod of three stones. Once all the 
  PCs reach and touch those stones, the 
  hunt is over.
  The fey assume that everyone involved who agrees 
  to the terms will uphold them, though if asked how these 
  rules are enforced, the fey briefly become grim and note 
  “If necessary, we will call in those who can enforce the 
  terms.” To secure any conditions beyond those listed 
  here, a PC must succeed at a DC 25 Diplomacy, Perform 
  (oratory), or Perform (comedy) check, or a DC 31 Bluff 
  check, representing convincing the fey, jokingly goading 
  the fey to argue among themselves, inspiring the fey with 
  glory to be had in the hunt, or just using outright trickery. 
  Each time the PCs request an additional requirement, the 
  DCs increase by 5. The fey are willing to negotiate until 
  they’ve conceded three additional conditions or once 
  they’ve grown bored of the PCs’ efforts following the 
  third failed skill check. Likely conditions the PCs might 
  add include the following:
  8
  Fwingolas and Bhaihanial
  
  • The PCs secure a larger head start, represented by 
  beginning with an additional 3 Pursuit Points. The PCs 
  can negotiate for this benefit multiple times.
  • The fey promise the PCs treasures if the latter survive 
  the hunt (see Treasure below).
  • The fey promise to share more information about 
  Death, the “Dead Throne” (Hammer Rock), or Aylunna’s 
  missing team if the PCs win. What the fey know about 
  these topics is described in Development below. 
  • The PCs are allowed to use flight for longer distances 
  but never ascend above the treetops, allowing them to 
  overcome certain obstacles during the hunt.
  Treasure: If the PCs convince the fey to provide 
  treasure for surviving the hunt, the wild hunt is true to its 
  promise. The treasures include 3 +4 greater designating UE 
  arrows and a sylvan scimitar that also has the ghost touch 
  weapon special ability.
  Development: If the PCs refuse to participate, the fey are 
  momentarily confused before stating with cold certainty 
  that the hunt will happen anyway. If they hunt unwilling 
  PCs, the fey ignore any concessions the PCs may have 
  negotiated earlier, but they don’t call for additional help. 
  If the PCs attack the wild hunt outright, the fey make a 
  fighting retreat, after which they harry and harass the PCs 
  as they travel through Keirodera (except when the PCs are 
  fighting the forest blight, a shared enemy, at which point 
  the fey merely watch).
  The PCs might have convinced the fey to provide 
  additional information for surviving the hunt, or they 
  might otherwise coerce information from the fey. These 
  fey know only a little about the “Dead Throne,” which 
  is their name for Hammer Rock. The fey know it lies in 
  the middle of a blasted wasteland where nothing grows. 
  Those who try to cross that territory see a flash of light 
  from the Dead Throne and hear screaming before being 
  struck by a wave of blistering heat (referring to the haunt 
  in area A6). At night, a glowing green beast is visible atop 
  the walls, though its roars are sometimes audible even 
  during the day. 
  Second, the fey can describe the Whispering Tyrant, 
  whom they perceive as death personified. He arrived 
  shortly after the world began, and the forest’s creatures 
  all quieted and fled at his approach. Following him 
  were fleshless soldiers, rotting people, and myriad other 
  walking dead. The fey were afraid and did not hunt them. 
  Finally, the wild hunt knows of the four scouts and 
  can help the PCs piece together what befell Ianthras and 
  Garumel (see the sidebar on page 7)—particularly if the 
  PCs’ path didn’t take them through the Tangle during the 
  hunt. If the PCs ask to be led back to where either of these 
  two perished, the fey oblige. They also found the tracks 
  of a small person (Kwenlyn) traveling toward the Dead 
  Throne, but they never followed for fear of that wasteland.
  Story Award: If the PCs successfully secure at least one 
  additional concession from the fey while negotiating the 
  hunt’s terms, award them 38,400 XP.
  The hunT (CR 17)
  For the fey, the hunt is an exciting diversion at first, but 
  they become more serious the better the PCs perform. 
  The hunt winds inward through Keirodera, with the wild 
  hunt fey pursuing the PCs as a group. The hunt functions 
  as an extended chase, but its scope is greater than that of 
  the chase rules (Pathfinder RPG GameMastery Guide 232) 
  though less extensive than the pursuit rules (Pathfinder 
  RPG Ultimate Intrigue 142). Instead, this contest draws 
  inspiration from these mechanics to represent a wilderness 
  race that spans about 7 miles, traversing a series of 1-mile 
  challenges. Each challenge includes up to five details: a 
  description of the area, primary skill checks to overcome 
  the challenge, possible means to bypass a primary skill 
  check, secondary skill checks to eke out an advantage 
  during the challenge, a possible combat encounter, and 
  any special notes. The PCs begin with a certain number 
  of Pursuit Points that represents how much of a lead they 
  have, and which increases as they succeed at secondary 
  Fey Mythology
  The wild hunt fey of Keirodera arose spontaneously from 
  the Radiant Fire’s burst of positive energy, created with 
  language and practical knowledge but no sense of who 
  they were and where they came from. They have thus 
  created their own etiology to explain their world and 
  existence, believing this story as fact.
  Before Keirodera, existence was darkness. Reality 
  formed in a flash of light as the sun gave its life to create 
  the world, sinking to the horizon. From these rays formed 
  all of the beasts and fey, and plants emerged to reach 
  toward the sun. But the sun was nearly dead, leaving the 
  plants bitter and hungry, and from this hatred arose the 
  monstrous blight (see area A5). The fey banded together 
  to hunt the realm’s beasts, from their prey’s bodies 
  making arrows to reignite the sun and begin a new age. 
  Fired into the air, these arrows would rekindle the sun to 
  rise and live for another age. The plants fed on the rising 
  sun, draining its power yet sustaining the beasts so that 
  the cycle could continue anew. The world is in its 23rd age 
  (that is, in its 23rd day).
  The world beyond Keirodera is cursed and sustains 
  little, and Death and its entourage (that is, the Whispering 
  Tyrant) strode through Keirodera during the Third Age to 
  reign from the Dead Throne (that is Hammer Rock) at 
  the center of Keirodera. So long as the cycle continues 
  unbroken, though, Death shall never emerge again, and 
  all life shall flourish. In this way, the hunt is sacred.
  9
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  checks and decreases as they fail primary checks. When 
  the PCs’ Pursuit Points total reaches 0, the wild hunt has 
  caught up and attacks the PCs!
  When beginning each challenge, describe the terrain 
  with an emphasis on the obstacles the PCs must overcome. 
  Each PC chooses either a primary or a secondary check 
  to attempt (more than one PC can attempt the same 
  check) and then the PCs attempt their chosen checks 
  simultaneously. If no PC succeeds at a primary check, the 
  PCs lose 2 Pursuit Points (if there are 2 primary checks 
  and no PC succeeds at either, they instead lose 5 Pursuit 
  Points). The PCs gain a Pursuit Point if a PC succeeds at a 
  secondary check (if there are 2 secondary checks, the PCs 
  can gain 2 Pursuit Points for succeeding at both). 
  The bypass entry suggests possible resources that 
  could allow the PCs to automatically succeed at a primary 
  check. Of course, other magical means of bypassing a 
  check might be equally effective.
  A mounted PC attempts Ride checks in place of any 
  Acrobatics check. If riding a mount with a climb speed 
  or swim speed, a mounted PC also attempts Ride checks 
  in place of Climb checks and Swim checks, respectively.
  Overcoming a 1-mile challenge typically takes about 
  10 to 20 minutes. In general, a PC can cast spells with a 
  casting time of 1 round or less with no impact on checks 
  in the challenge. A PC takes a –4 penalty on their next 
  primary or secondary skill check if they cast a spell with a 
  casting time of up to 1 minute, and a PC who casts a spell 
  with a casting time of 10 minutes or more is left behind.
  In three instances, the PCs have to choose which of 
  two paths to choose. When they do, use the challenges’ 
  descriptions to give the PCs a sense of what lies ahead, so 
  they can make an informed choice.
  The PCs begin the hunt in the Forest challenge, as 
  depicted on the hunt flowchart on page 11. The challenges 
  are listed below alphabetically.
  CREEK
  A wide creek, too deep to easily wade through, meanders 
  through the trees. Soft music, lights, and voices are 
  perceptible just ahead through the trees.
  Primary	Checks: Acrobatics DC 25, Swim DC 25
  Bypass: Spells and abilities that avoid the water altogether, 
  such as water walk, bypass the Swim check
  Secondary	Checks: Diplomacy DC 35, Perform DC 30
  Encounter: None
  Special:	The voices and music belong to a swarm of sprites 
  (Pathfinder RPG Bestiary 3 256) that play along the banks. 
  They playfully pester the PCs while traveling, but PCs 
  who succeed at a secondary check earn the sprites’ favor. 
  These diminutive fey provide those PCs a +4 bonus on 
  their checks to perform primary and secondary checks in 
  the Tangle. A PC who fails either secondary check by 10 
  or more instead earns the sprites’ mockery, and the fey 
  relentlessly tease and prank those particular PCs in the 
  Tangle, imposing a –4 penalty on those PCs’ primary and 
  secondary checks there.
  FOREST
  These trees form a trackless expanse with relatively few 
  obstacles, allowing those with enough endurance to gain 
  ground rapidly.
  Primary	Checks:	Perception DC 25, Survival DC 25
  Bypass:	None
  Secondary	Checks: DC 25 Fortitude save
  Encounter: None
  GULLIES
  The region’s rocky arroyos create a labyrinth of undulating 
  ditches that are hard to navigate yet provide lots of cover.
  Primary	Checks:	Climb DC 25, Survival DC 30
  Bypass: Powerful navigation spells, such as find the path, 
  bypass the Survival check.
  Secondary	Checks:	Stealth DC 30
  Encounter: None
  Special:	If the PCs’ Pursuit Point total is reduced to 0 or below 
  here, the wild hunt waits to attack until after the PCs 
  encounter the forest blight in the Thicket.
  HILLS
  The terrain slopes steeply upward, no doubt toward a peak 
  that could provide a good view of what lies ahead.
  Primary	Checks: Climb DC 30
  Bypass: Spells and abilities that overcome climbing 
  challenges, such as spider climb or overland flight, bypass 
  the Climb check.
  Secondary	Checks:	Knowledge (geography) DC 25, 
  Perception DC 35
  Encounter:	None
  Special: If the PCs succeed at both secondary checks, they 
  quickly survey the various paths ahead; provide the players 
  a summary of all of the challenges that lie ahead.
  POOL
  The forest’s meandering creeks empty into a broad, deep 
  pond with murky water and steep, muddy banks.
  Primary	Checks:	Swim DC 25
  Bypass: Spells and abilities that avoid the water altogether, 
  such as water walk, bypass the Swim check.
  Secondary	Checks: Acrobatics DC 25, Perception DC 30
  Encounter:	Cruel Captivators (area A3)
  RAVINE
  Centuries of erosion have worn away a steep-sided ravine 
  that zigzags through the forest, its depths potentially hiding 
  a convenient passage or a long-forgotten treasure.
  10
  
  Primary	Checks: Acrobatics DC 25, Climb DC 30
  Bypass: Spells and abilities that overcome climbing 
  challenges, such as spider climb or overland flight, bypass 
  the Climb check.
  Secondary	Checks:	Perception DC 35, Stealth DC 25
  Encounter:	None
  Special:	A PC who succeeds at the Perception secondary 
  check spots a messenger bag that wasn’t destroyed by the 
  Radiant Fire but instead absorbed a portion of its life-giving 
  energy, transforming it into a tan bag of tricks.
  TANGLE
  Vines, brambles, and dense foliage create a knot of vegetation 
  that’s difficult to traverse.
  Primary	Checks: Escape Artist DC 25, Perception DC 35
  Bypass:	Spells and abilities that allow easy movement 
  through overgrown areas, such as a druid’s woodland stride 
  ability, bypass the Escape Artist check.
  Secondary	Checks: Acrobatics DC 30, Knowledge (nature) DC 25
  Encounter: Teleporters’ Bane (area A4)
  Special:	If the PCs’ Pursuit Point total is reduced to 0 or less 
  here, the wild hunt waits to attack until after the PCs 
  encounter the forest blight in the Thicket.
  THICKET
  Trees and brush grow especially thick here, making it difficult 
  to walk and harder to find the path.
  Primary	Checks:	Knowledge (nature) DC 25, Survival DC 30
  Bypass: Powerful navigation spells, such as find the path, 
  bypass the Survival check.
  Secondary	Checks: DC 25 Climb, DC 30 Escape Artist
  Encounter:	The Blighted Thicket (area A5)
  Special:	If the PCs destroy the forest blight, the wild hunt 
  blares its horns in approval and gives the PCs a slight lead, 
  granting the PCs 2 Pursuit Points.
  Creatures: The wild hunt normally pursues as a group 
  to benefit from each other’s wild hunt links. The fey 
  typically don’t call for reinforcements unless they feel 
  wronged (specifically, if a PC violates the negotiated terms 
  of the hunt), in which case they sound their hunting horns 
  to call other wild hunt fey at the far end of the forest. 
  Among these are the wild hunt scout Zrinko and the two 
  wild hunt horses Utulae and Queovo. If summoned, these 
  additional fey join the hunt within 20 to 60 minutes.
  Periodically, Aeosho and Bhaihanial race ahead of the 
  rest of the hunt to harry the PCs. When doing so, they race 
  to within 200 feet of a random PC, whereupon Bhaihanial 
  fires an arrow infused with vampiric touch at the PC. After 
  taking a shot or two, the fey withdraw to rejoin their 
  companions. These skirmishes leave the pair vulnerable 
  to counterattack, and the death of Aeosho in particular 
  dramatically hampers the wild hunt’s speed. If the PCs 
  incapacitate, slay, or dramatically relocate the horse such 
  that the rest of the hunt loses his wild hunt link ability, 
  grant the PCs 3 extra Pursuit Points.
  AEOSHO	
  CR	11
  XP	12,800
  Wild hunt horse (Pathfinder RPG Bestiary 6 280)
  hp 142
  BHAIHANIAL	
  CR	13
  XP	25,600
  Female wild hunt archer (Pathfinder RPG Bestiary 6 279)
  hp 187
  FWINGOLAS	
  CR	15
  XP	51,200
  Male wild hunt scout (Pathfinder RPG Bestiary 6 284)
  hp 228
  TREYKA,	VLEYKA,	AND	SCHMAL	
  CR	10
  XP	9,600	each
  Wild hunt hounds (Pathfinder RPG Bestiary 6 281)
  hp 133 each
  Development: So long as the PCs navigate the final 
  forest challenge with at least 1 Pursuit Point remaining, 
  they win the contest. An 8-foot-tall monument 
  11
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  consisting of three long stones leaned against one 
  another marks the end of the race. After the PCs reach it, 
  the wild hunt takes 1 minute per Pursuit Point to catch 
  up. They arrive in good spirits after enjoying the recent 
  sport, particularly if the PCs destroyed the forest blight. 
  The fey make good on any agreed-upon prizes and jest 
  about the hunt before challenging the PCs to another 
  such contest. The PCs have little to gain from another 
  hunt; if the PCs turn them down, the fey are crestfallen 
  but don’t press the issue. They’re happy to escort the PCs 
  elsewhere in Keirodera or ensure the PCs can safely rest 
  before making the dangerous crossing to Hammer Rock 
  (area A6).
  Story Award: For participating in the hunt, award the 
  PCs 38,400 XP. If the PCs conclude the hunt with at least 
  1 Pursuit Point, award them additional experience points 
  as though they had defeated the wild hunt fey in combat.
  A3. Cruel Captivators (CR 15)
  Before Keirodera’s genesis, the Sandcarver Hills had little 
  standing water. Now, numerous creeks feed into a large 
  pond several hundred feet across. Thanks to the rolling 
  topography, the pond has very uneven banks that soak the 
  ground for hundreds of feet to form squelching wetlands 
  replete with grasses. The pond’s steep shores average 5 
  feet in depth, and the pond has a maximum depth of 20 
  feet. On the opposite side from the PCs’ approach, the 
  terrain rises slowly and promises to be drier.
  Creatures: Keirodera’s formation created a pair 
  of powerful rusalkas who claim this pond as their 
  own. Curious about the PCs, the rusalkas might feign 
  overzealous curiosity or desperate loneliness, but 
  ultimately they settle for nothing less than capturing 
  mortal playthings to toy with and eventually kill. A rusalka 
  takes refuge at the bottom of the pond—ideally with a 
  captive—if reduced to 30 or fewer hit points. If pursued, 
  they summon water elementals and make a last stand.
  ADVANCED	RUSALKAS	(2)	
  CR	13
  XP	25,600	each
  hp 190 each (Pathfinder RPG Bestiary 3 290, 232)
  Treasure: A PC who searches the area and succeeds at a 
  DC 25 Perception check spots the woven basket of cattail 
  leaves in which the rusalkas keep their treasure: 3 gold 
  pieces, several snail shells, and a pearl of power (4th level).
  A4. Teleporters’ Bane (CR 16)
  Like ripples from a dozen pebbles, the waves of 
  positive energy that formed Keirodera sometimes 
  collided, warping around one another to create snarls 
  of vegetation and fecundity. Such is the case in this 
  roughly square-mile stretch of terrain, whose broad 
  trees support thousands of vines, strangler figs, and 
  creepers. The combined visual effect is that of a massive 
  spider web. 
  A successful DC 23 Perception check spots signs of a 
  fight a few days old. Here, two humanoids (Garumel and 
  Birte) fought something that appears to have slithered 
  along the ground for short distances (the forest blight). 
  From here, Birte departed swiftly toward the outer edge of 
  Keirodera. There’s no sign of Garumel except a few links 
  of mithral from his chainmail and a dislodged tooth; the 
  blight snatched up the paladin and dragged him deeper 
  into Keirodera (see area A5).
  Even if the PCs don’t notice the signs of a fight, they 
  clearly spot a broken path through this region, where 
  Garumel and Birte chopped through the vines with 
  their weapons. This path leads to an area of vegetation 
  dense enough to admit only dim light. This site is where 
  Aylunna’s team arrived by means of Ianthras’s teleport 
  spell, amid a cluster of viper vines. The viper vines killed 
  Ianthras and scattered the other three agents. 
  Creatures: Although the team managed to kill one 
  viper vine, three more remain in this darkened tangle. 
  They attack any creatures that enter the tangle, releasing 
  their captivating pollen. The viper vines attack targets 
  individually, each attempting to claim its own meal. The 
  viper vines fight until destroyed.
  VIPER	VINES	(3)	
  CR	13
  XP	25,600	each
  hp 190 each (Pathfinder RPG Bestiary 2 279); fast healing 5
  Treasure: A PC who succeeds at a DC 18 Perception 
  check identifies Ianthras’s crushed and withered body, 
  anchored to the soil with hair-thin root fibers. His 
  gear includes broken scroll cases whose contents are 
  ruined by rain and shattered potion vials, but his lesser 
  widen metamagic rod and boots of striding and springing are 
  still intact. His spell component pouch also survived; 
  it contains granite powder and diamond dust worth 
  1,000 gp.
  Development: Ianthras lived in Kyonin for most of 
  his life, specializing in transportation magic and the 
  maintenance of the elves’ aiudara, the portals also known 
  as “elf gates.” If questioned with speak with dead, he regrets 
  his death only insofar as it imperiled his companions and 
  their mission. He knows of Hammer Rock’s emergency 
  wards and gives the PCs instructions on how to bypass 
  them if asked (see Hammer Rock Approach on page 15). 
  A5. The Blighted Thicket (CR 17)
  The tree cover here is just sparse enough to sustain hardy 
  shrubs and bushes.
  12
  
  Creature: As the Radiant Fire exploded across 
  the landscape, the magical, life-giving burst began 
  to develop its own identity and desires, only to despair 
  when the Radiant Fire’s energy dissipated before granting 
  the nascent entity its full potential. Bitter at what it felt 
  it had lost, this amorphous creature formed a body from 
  the ample flora, infected the surrounding land with its 
  brooding hatred, and lashed out at any who disturbed it. 
  This entity is the forest blight that claims dominion over 
  much of Keirodera.
  The forest blight dislikes the wild hunt in particular, 
  and it sees little difference between them and any other 
  bipeds that trespass on its domain. Once it senses the PCs 
  entering the thicket, it uncoils and begins brachiating 
  toward them to shadow their movements. If it remains 
  undetected, it studies the PCs, their abilities, and their 
  group dynamics before moving ahead of them to spring 
  an ambush from tree branches 15 feet above the PCs’ 
  route. In combat, the blight launches lashes out at a 
  weak target, aiming to immobilize that foe or pull it 
  off the ground. The blight casts dominate animal 
  on any animal companion that poses a serious 
  threat. Against serious ranged threats, the blight 
  either tries to disarm the creature, grapple it, or 
  surround it with wall of thorns. If reduced to 50 
  hit points or fewer, the blight tries to retreat and 
  hide, but its hatred compels it to renew its attacks 
  only a few minutes later, and it then fights to the death.
  KEIRODERA	BLIGHT	
  CR	17
  XP	102,400
  Degenerate forest blight (Pathfinder RPG Bestiary 6 288, 41)
  hp 250
  Treasure: The forest blight stashed Garumel Falhon’s 
  corpse in a tree about 150 feet from its ambush site. With 
  a successful DC 25 Survival check, a PC can follow signs 
  of the blight’s passage and discarded mithral links from 
  Garumel’s armor to find the dead paladin. The blight 
  crushed Garumel’s shield into useless scrap, but he still 
  wears his celestial armor and a torn and partly emptied 
  backpack that contains 50 feet of spider silk ropeUE, a 
  shaving kitUE, two flasks of holy water, and a small bag 
  that contains a host of oils, cloths, and whetstones for the 
  immaculate care of one’s arms and armor. Garumel’s +1 
  holy bastard sword is embedded in the tree near his body.
  Development: Born in Nidal, Garumel’s upbringing 
  taught him how to endure pain and imparted the tricks 
  necessary to evade his tormenters. He escaped with 
  little but his cunning and a disdain for evil in all its 
  forms. His unconventional tactics have distinguished 
  him in recent weeks against the Whispering Tyrant’s 
  forces, and he volunteered for the dangerous mission 
  to explore Hammer Rock. If questioned with speak with 
  dead, Garumel is ready to assist Lastwall’s allies. His 
  knowledge is the least specialized of the group, for he 
  possessed neither the magical knowledge to overcome 
  Hammer Rock’s wards nor the lay of the land. However, 
  he has considerable knowledge of undead, kytons, and 
  the methods for defeating myriad types of evil.
  A6. Radiant Reprise (CR 16)
  The waste that lies between Keirodera and Hammer Rock 
  consists of rolling hills blasted clean of vegetation and 
  scoured by the Radiant Fire. Wind kicks up choking dust 
  clouds, and footfalls send up plumes of ash. This terrain 
  stretches in about a 1-mile radius around Hammer Rock.
  Haunt: The firm resolve of Hammer Rock’s defenders 
  briefly resisted the Radiant Fire before it extinguished 
  their lives. Several dozen disembodied spirits still haunt 
  this region. The PCs might first notice them as wispy, 
  disembodied voices that warn away the PCs before 
  coalescing into a destructive haunt that causes the PCs to 
  13
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  Keirodera Blight
  
  relive the death of the Radiant Fire. This haunt manifests 
  in an 80-foot radius centered on creatures entering the 
  blasted area around Hammer Rock.
  RADIANT	REPRISE	
  CR	16
  XP	76,800
  LE persistent haunt (80-foot radius centered on intruders)
  Caster	Level 16th
  Notice Perception DC 29 (to hear the cries of alarm and a 
  flash of light issuing from Hammer Rock)
  hp 72; Trigger proximity; Reset 1 day
  Effect When this haunt is triggered, a wave of bright energy 
  explodes outward from Hammer Rock. All creatures in 
  the haunt’s radius of effect are affected by weird (DC 25). 
  Creatures bearing embedded obols feel the blast push on 
  their obols, physically hurling those creatures 50 feet away 
  from Hammer Rock and dealing 5d6 of points of damage 
  (Fortitude DC 25 negates the movement and damage).
  Destruction The defenders of Hammer Rock must be laid to 
  rest, which involves destroying the wyrmwraith Ptemiazrol 
  (see area B8) and permanently laying the ghost of Captain 
  Tsomar Trant to rest (see area B14).
  Development: The haunt is a forceful reminder of how 
  dramatically the PCs’ obols respond to the Radiant Fire. 
  PCs affected by the haunt can see portions of the spectral 
  Radiant Fire appear to rebound from their bodies, and a PC 
  who succeeds at a DC 20 Knowledge (arcana) or Spellcraft 
  check can deduce that although their obols seem to deflect 
  some of the blast’s energy, the reflection would be orders of 
  magnitude stronger at the epicenter of an explosion, rather 
  than a mile away from its echo. This helps remind the PCs 
  of their greatest tool against the Whispering Tyrant.
  Once the PCs trigger or overcome this haunt, they can 
  approach Hammer Rock without further threats.
  PART 2:  
  FORTRESS OF THE DEAD
  Hammer Rock survived the blast of the Radiant Fire, even 
  though its defenders did not. The fortress consists of 
  several levels built atop each other, with the Lastwall castle 
  of Hammer Rock atop the dwarven ruins of Glerhadring, 
  which lies atop the repository of Fallowdeep. The PCs 
  must venture down through all three levels to discover 
  the Whispering Tyrant’s plans and prevent him from 
  obtaining the reinforcements he awaits. 
  B. HAMMER ROCK
  Built atop the unfinished ruins of a dwarven fortress, the 
  castle of Hammer Rock was one of the more formidable 
  B. HAMMER ROCK
  B1
  1 SQUARE = 20 FEET
  B2
  B3a
  B8
  B4
  B5
  B9a
  B9b
  B9c
  B9d
  B10
  B12
  B13
  B11b
  B11a
  B3b
  B16b
  B16a
  B14
  B17
  B15
  B7
  B6
  T
  14
  
  fortifications guarding Lastwall’s northeast border, built 
  both to stand against undead threats from Ustalav and to 
  guard the Path River, a key lifeline to the nation’s interior. 
  The castle stands atop one of the Sandcarver Hills’ highest 
  rises, giving it a commanding view over its surroundings, 
  although Keirodera’s sudden growth has blocked much of 
  that vista with a perimeter of towering trees. In general, 
  Hammer Rock’s walls rise to a height of 30 feet, and its 
  towers stand 40 feet tall.
  Much of Hammer Rock’s superstructure is a scarred 
  ruin whose stonework remains intact but whose inner 
  furnishings—and all living defenders—were largely 
  vaporized by the Radiant Fire. In general, the deeper inside 
  the castle the PCs travel, the better the preservation, 
  with the keep’s interior doors merely reduced to flimsy 
  barricades and the better-protected humans reduced to 
  charred skeletons rather than greasy soot stains.
  The map on page 14 depicts only the ground level of 
  Hammer Rock, where most of the encounters are likely 
  to occur.
  Hammer Rock Approach (CR 15)
  In the event that it was overrun, Hammer Rock featured 
  three powerful traps intended to repel attackers and 
  provide the rest of Lastwall time to mount a counterattack. 
  As the Radiant Fire manifested, the castle’s captain, Tsomar 
  Trant, activated the emergency wards. The Whispering 
  Tyrant suppressed one trap and destroyed another with 
  mage’s disjunction, allowing him and his minions enough 
  time to enter the castle and reach its lower levels.
  Ianthras (area A4) and Kwenlyn Gavix (area B9) knew 
  the secret pass phrases to shut down the traps. Uttering 
  the complicated phrase (which requires 5 rounds of 
  concentration) while within 100 feet of Hammer Rock 
  disables the antipathy flames trap that impedes access to 
  the castle itself, as well as the holy hammer trap in area 
  B12. Once disabled, these traps can’t be reactivated.
  Trap: The most powerful trap protects the keep 
  with bolts of flame that repel intruders. Any creature 
  approaching within 70 feet of Hammer Rock’s outer 
  wall triggers this trap, which shoots 5 rays of fire (spread 
  among intruders as equally as possible) that each delivers 
  a powerful compulsion to avoid Hammer Rock. 
  ANTIPATHY	FLAMES	TRAP	
  CR	15
  XP	51,200
  Type magic; Perception DC 30; Disable	Device DC 40
  EFFECTS
  Trigger proximity (true seeing); Reset automatic (1 minute)
  Effect spell effect (contagious flameAPG, +10 ranged touch, 
  4d6 fire damage and target subject to antipathy to avoid 
  Hammer Rock, DC 23 Will negates antipathy); multiple 
  targets (5 rays, plus secondary targets)
  Story Award: If the PCs successfully disable Hammer 
  Rock’s wards, award them 51,200 XP.
  B1. Moat
  Excavated from the rocky soil, this dry moat is 20 feet deep. 
  A huge pile of stones and dirt has been scraped into the moat 
  near a gatehouse, creating a makeshift walkway.
  Although the northern drawbridge crumbled under 
  the Radiant Fire, the Whispering Tyrant’s minions swiftly 
  filled in the moat there to create a simple bridge to enter 
  Hammer Rock.
  B2. Outer Northern Gate
  The portcullis in this gatehouse is down, yet the iron bars have 
  been hacked apart and wrenched aside to create an opening 
  10 feet in diameter.
  The Whispering Tyrant’s elite soldiers hacked at the 
  iron bars with adamantine axes, chopping a hole large 
  enough to accommodate the lich and his entourage. A 
  PC who succeeds at a DC 12 Survival check can tell that 
  many humanoid creatures passed through this mutilated 
  gate. From the scraps of ancient cloth and globs of 
  long-decayed flesh on the torn iron, it’s clear that the 
  intruders were undead. The relatively fresh and intact 
  corpse of Kwenlyn Gavix, the halfling scout, lies here 
  where the wyrmwraith Ptemiazrol killed her. Her spirit 
  still haunts the barracks (area B9).
  This area once contained a magical trap like the one 
  in the inner eastern gate (area B12), but the Whispering 
  Tyrant destroyed it with mage’s disjunction.
  Treasure: Kwenlyn’s corpse still bears her gear, which 
  includes a Small +2 ghost touch mithral breastplate, a Small 
  +1 keen greataxe, and a handy haversack containing a warm 
  blanket and several lucky tokens, such as buttons, scarves, 
  and polished rocks. The haversack also contains a scrap of 
  paper with the lengthy pass phrase to deactivate Hammer 
  Rock’s emergency wards.
  B3. Posterns
  These unobtrusive entrances allow for small numbers 
  of soldiers to enter or exit the castle. Their iron-banded 
  wooden doors were badly damaged by the Radiant Fire and 
  crumble to ash and splinters if handled.
  B4. Temple of Iomedae
  The ashes of charred tapestries lie along the interior walls of 
  this temple, though the eleven stained glass windows that 
  depict an angelic woman are intact and merely discolored. 
  15
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  Built into the northern gate, this temple is a fortified keep 
  in its own right. The windows depict the 11 holy Acts of 
  Iomedae. Atop the altar lies a +3 holy silver longsword that 
  the castle’s defenders were slain too quickly to take up.
  B5. Baths
  This facility includes a large bath wide enough to 
  accommodate half a dozen people, two smaller rooms 
  with individual baths, and a fireplace for heating water.
  B6. Cistern House
  The castle’s primary well (area C4) is reliable, but it is 
  both deep and awkward to access regularly. The human 
  masons therefore built a cistern beneath a small roofed 
  structure here. Hauling water from the well to the cistern 
  on dry days was a chore usually left to insubordinate 
  squires. The cistern is completely empty. 
  B7. Outer Kitchens
  This extensive kitchen serves most of the castle’s soldiers 
  and visitors, and it boasts a large bread oven. 
  B8. Bronze Wing (CR 17)
  Built to accommodate the bronze dragon Ptemiazrol, who 
  resided within the ruin when crusaders came to construct 
  Hammer Rock, this broad tower has thick interior 
  columns supporting its upper level. The knights used 
  the tower’s lower level for storage, and it still holds the 
  remains of timber, quarried stone, and bags of grain (now 
  reduced to gritty ash). No stairs reach the upper level, 20 
  feet above the courtyard, as this was built as Ptemiazrol’s 
  personal aerie. Ptemiazrol initially enjoyed quarters so 
  close to the crusaders, but after about three centuries, 
  the dragon relocated to a more private lair in the Hungry 
  Mountains. Ptemiazrol didn’t wholly abandon his friends; 
  he returned every decade or so to hear news and assist 
  the knights at Hammer Rock. The knights always kept the 
  dragon’s aerie ready for him—though they couldn’t easily 
  reach it to repurpose it in any event.
  Creature: When the Whispering Tyrant destroyed 
  Gallowspire and escaped at last, Ptemiazrol gathered what 
  he could of his hoard and returned to Hammer Rock to 
  fight against the undead armies. The Radiant Fire’s blast 
  scoured his flesh, leaving only his bones, scattered scales, 
  and indignant spirit. The dragon refused to accept such 
  an ignoble death, and the overwhelming negative energy 
  shaped that emotion into a wyrmwraith.
  Still intent on guarding Hammer Rock yet hateful 
  of the living, Ptemiazrol now watches from his aerie for 
  intruders. During the day, he slinks through the castle’s 
  walls to attack while his foes are inside the stronghold, 
  favoring the temple of Iomedae (area B4) and the keep 
  (areas B14 to B17). After dark, he stalks the shadowed castle 
  grounds with impunity. In his draconic pride, he feels he 
  did his part to protect Lastwall, and thus Hammer Rock’s 
  failure is a sign that the crusaders failed to pull their own 
  weight. When attacking, Ptemiazrol accuses the PCs of 
  dereliction of duty and blames them for the deaths of the 
  castle’s defenders. By displaying humility and compassion, 
  the PCs might forestall Ptemiazrol’s assault long enough 
  for him to explain the fate that befell the castle, but once 
  the dragon recounts the Whispering Tyrant strolling into 
  Hammer Rock uncontested, the dragon’s grief drives him 
  to renew his attacks. Ptemiazrol fights until destroyed.
  PTEMIAZROL	
  CR	17
  XP	102,400
  Male wyrmwraith (Pathfinder RPG Bestiary 5 280)
  hp 252
  Treasure: The dragon’s aerie contains what little 
  treasure he carried from his previous home. This includes 
  bracers of armor +4, a potion of haste (CL 10th), a crown of 
  conquestUE, 13,400 sp, and 2,110 gp.
  B9. Barracks (CR 11)
  Spanning four rooms connected to the curtain wall, the 
  various barracks include considerable space for storing 
  food, ammunition, and armor, while also housing several 
  hundred soldiers. 
  Creature: When Ptemiazrol killed the halfling Kwenlyn 
  Gavix, the latter swiftly arose as a dread wraith spawn of 
  the dragon. The wraith frequents the barracks, quietly 
  cursing her luck and the ineptitude of all those who failed 
  her. If she hears combat anywhere else in Hammer Rock, 
  she joins the fray as soon as possible. 
  KWENLYN	GAVIX	
  CR	11
  XP	12,800
  Female variant dread wraith (Pathfinder RPG Bestiary 281)
  LE Small undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Perception +21
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 21, touch 21, flat-footed 17 (+6 deflection, +3 Dex, +1 
  dodge, +1 size)
  hp 184 (16d8+112)
  Fort +11, Ref +10, Will +14
  Defensive	Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +16 (1d8 negative energy plus 1d8 
  Con drain [DC 24])
  Special	Attacks create spawn
  16
  
  TACTICS
  During	Combat Kwenlyn makes hit-and-run attacks by 
  moving in and out of the walls of the barracks. She prefers 
  to attack halflings when possible.
  Morale Kwenlyn fights until destroyed.
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 23
  Base	Atk +12; CMB +14; CMD 31
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Natural Attack (incorporeal touch), Iron 
  Will, Lightning Reflexes, Toughness
  Skills Bluff +22, Fly +9, Intimidate +25, Knowledge (nature) 
  +18, Perception +21, Sense Motive +21, Stealth +26
  Languages Common, Halfling, Infernal
  B10. Wailing Stable (CR 15)
  This large stable could easily accommodate dozens of horses, 
  although it is empty now and its wooden dividers are shattered. 
  Dozens of blackened horseshoes are scattered across the stone 
  floor. A faint, fearful whinnying echoes in the air. 
  These stables could comfortably accommodate 50 
  horses, and up to twice that in times of need. In addition, 
  the knights stored lances, tack, and war chariots here, but 
  all these accoutrements have been reduced to shredded 
  and scattered scraps. The steeds stabled here sensed the 
  Radiant Fire moments before it detonated, and they 
  perished in an utter panic. 
  Creature: The souls of the panicked horses 
  coalesced into a powerful death coach that pulls an iron-
  clad war chariot rather than a carriage. The chariot is 
  empty except for shifting shadows. The horses attached 
  to the chariot intermittently utter whinnying wails, 
  which are stronger within their aura of doom. Reluctant 
  to venture into the sunlight, the horses pull the death 
  chariot out of the stable only at night. Otherwise they 
  take shelter in the stables and loudly keen in frustration. 
  Once the death chariot enters combat, it fights 
  until destroyed.
  DEATH	CHARIOT	
  CR	15
  XP	51,200
  Advanced death coach (Pathfinder RPG Bestiary 5 288, 67)
  hp 246
  B11. Smithy
  These buildings house the forge, cartwright, 
  and other craft operations necessary to 
  maintain the castle and its occupants. 
  Although there are sufficient discarded 
  tools to deduce each room’s purpose, 
  nothing of value remains.
  B12. Inner Eastern Gate (CR 15)
  The thick wooden doors that protected this winding 
  ramp crumbled to gritty powder and splinters under the 
  force of the Radiant Fire, leaving only the lowered iron 
  portcullis at the top of the ramp to bar the way (hardness 
  10, hp 60, lift DC 25). Arrow loops along the walls allow 
  defenders to rain missiles on attackers ascending the 
  long ramp, but no attackers remain to do so.
  Trap: One of Hammer Rock’s magical defenses uses 
  holy power and raw force to strike anyone approaching 
  the inner gate, killing or incapacitating them long 
  enough for the castle defenders to rally. If the 
  PCs shut down Hammer Rock’s wards (see 
  Hammer Rock Approach on page 15), this 
  trap is disabled as well.
  17
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  Ptemiazrol
  
  HOLY	HAMMER	TRAP	
  CR	15
  XP	51,200
  Type magic; Perception DC 30; Disable	Device DC 40
  EFFECTS
  Trigger proximity (alarm); Reset automatic (1 minute)
  Effect wave of holy power slams creatures in the area (10d6 
  points of force damage, Fortitude DC 23 half; holy word, CL 
  18th, Will DC 23 partial); multiple targets (all targets within 
  40 feet of the inner gate)
  B13. Outer Eastern Gate
  This simple gatehouse includes several portcullises and 
  heavy doors, plus numerous arrow loops and murder 
  holes to harass intruders.
  B14. Keep Gatehouse (CR 13)
  This imposing stone gatehouse stands as the only entrance to 
  the fourty-foot-tall keep within Hammer Rock. Its two doorways 
  to the east and west are both sturdy wood, although the 
  western door is broken and hangs awkwardly from its hinges.
  As the sole means of entering the four-story keep, this 
  imposing gatehouse’s two doorways represent the last 
  line of defense for Hammer Rock. 
  Creature: During the final weeks of Lastwall’s defense, 
  the nation shifted its focus from counterattacks against 
  the Whispering Tyrant’s undead hordes to evacuation. 
  Key to the evacuation was the Path River connecting Vigil 
  to Lake Encarthan, particularly given the degree to which 
  the countryside was already overrun. Lastwall’s generals 
  determined that Hammer Rock was the best redoubt from 
  which they could both hold off the expanding undead 
  armies and also patrol the river. Despite knowing that 
  holding Hammer Rock was practically a suicide mission, 
  Captain Tsomar Trant and his 217 soldiers accepted 
  assignment here because they knew the price of failure. 
  Captain Trant oversaw the castle’s defenses for only 19 
  days before the Radiant Fire obliterated his garrison and 
  snuffed out his life. However, his dedication to defending 
  the citadel trapped him here as a ghost.
  When the Whispering Tyrant stormed the gates, the 
  captain emerged to fight, only to fall under the control 
  of one of the lich’s death priests. As a slave to his sworn 
  enemy, Captain Trant witnessed the lich shattering the 
  castle cellar’s floor, exposing a previously unknown set 
  of stairs leading deep below Hammer Rock. He also 
  overheard much of the argument between the daughter 
  of Urgathoa Lyanthari (see page 60) and the Whispering 
  Tyrant, gained a basic grasp of Fallowdeep’s layout, 
  saw the Whispering Tyrant depart into a subterranean 
  chamber with an undead army in tow, and ascertained 
  that there are numerous factions that remained behind 
  and control the remainder of the lich’s army. Fortunately, 
  in the course of wrangling the undead legion, the cleric 
  who had controlled Tsomar Trant exceeded the number 
  of minions she could command, and the ghost fled before 
  she could re-establish control over him.
  Thanks to his faith and his willpower, Captain Tsomar 
  Trant maintains the personality and general appearance 
  he had in life. He’s dedicated to reclaiming Hammer 
  Rock and sabotaging the Whispering Tyrant’s operations. 
  Once he’s established that the PCs are acting on Lastwall’s 
  behalf, he puts himself at their disposal. Although the PCs 
  likely meet Captain Trant here in the gatehouse, he might 
  seek them out if they defeat the wyrmwraith Ptemiazrol, 
  claim the holy sword in the temple, or otherwise prove 
  themselves an ally of the forces of good.
  Captain Trant is a good source of intelligence regarding 
  what lies beneath Hammer Rock, and he can answer 
  many questions the PCs might have. However, he realizes 
  how vulnerable he is to enemy necromancers who could 
  possess him and turn him against the PCs, so he won’t 
  accompany the PCs directly. Captain Trant can help the 
  PCs in the following ways.
  Overall Layout: Captain Trant knows the general layout 
  of Hammer Rock’s cellars (area C), and he knows evil 
  giants now live there. He knows the layout of the cathedral 
  grounds (areas D1 and D2) and that this previously 
  inaccessible area, called Fallowdeep, has three wings that 
  each contain enormous numbers of undead soldiers.
  Faction Intelligence: There are multiple factions in the 
  lower chambers. Captain Trant knows that two of these 
  factions—led by figures named Moloum and Aeonte—
  seem strongly opposed to each other. Some other 
  noteworthy force occupies the third wing of the caverns, 
  and the central cathedral is the domain of Lyanthari, a 
  scythe-handed undead priestess of Urgathoa who has 
  repeatedly expressed obvious disappointment in the 
  Whispering Tyrant since the lich’s departure.
  A Potential Ally: One of the Whispering Tyrant’s 
  lieutenants 
  seemed 
  detached 
  from 
  the 
  army’s 
  mobilization and remained behind after the lich 
  departed. Captain Trant describes the winterwight Gildais 
  (see page 58) by appearance. Trant met Gildais just after 
  he broke free from his captor’s control and was fleeing 
  back to the surface. The winterwight studied Trant for a 
  moment before nodding with approval and remarking, 
  “Good, it is a rare specter that remembers its old self and 
  can control its own destiny.” Gildais then stepped aside so 
  that the captain could pass. Trant thinks the winterwight 
  might be a potential ally.
  Last to Leave: Captain Trant does not want to remain a 
  ghost, but when taking command of Hammer Rock he 
  swore that he would be the last defender to leave it. He 
  saw the Whispering Tyrant’s minions carry off the ruined 
  18
  
  bodies of three of his soldiers: Karissa Drovenge (LG 
  female human), Torumard the Iron Mattock (LN male 
  dwarf ), and Zain Phelter (NG male half-elf). Until the 
  bodies of these soldiers are returned to the surface 
  (and, if transformed into undead, are destroyed), 
  Captain Trant is honor-bound to remain in 
  Hammer Rock.
  TSOMAR	TRANT	
  CR	13
  XP	25,600
  Male half-orc ghost oracle 12 (Pathfinder RPG 
  Bestiary 144, Pathfinder RPG Advanced 
  Player’s Guide 42)
  LG Medium undead (augmented 
  humanoid, incorporeal)
  Init +3; Senses darkvision 60 ft.; 
  Perception +24
  DEFENSE
  AC 15, touch 15, flat-footed 15 
  (+6 deflection, –1 Dex)
  hp 141 (12d8+84)
  Fort +10, Ref +3, Will +9
  Defensive	Abilities channel 
  resistance +4, incorporeal, 
  orc ferocity, rejuvenation; Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +8 (13d6)
  Special	Attacks draining touch, frightful moan (DC 22), 
  telekinesis (DC 22)
  Oracle	Spells	Known (CL 12th; concentration +18)
  6th (4/day)— heroes’ feast, mass bull’s strength, mass 
  cure moderate wounds 
  5th (6/day)—mass cure light wounds, raise dead, 
  righteous might, slay living (DC 21)
  4th (7/day)—cure critical wounds, greater magic weapon, 
  holy smite (DC 20), restoration, wall of fire
  3rd (7/day)—cure serious wounds, invisibility purge, magic 
  vestment, remove blindness/deafness, remove curse, 
  wind wall
  2nd (8/day)—aid, cure moderate wounds, fog cloud, lesser 
  restoration, make whole, spiritual weapon, status
  1st (8/day)—bless, command (DC 17), comprehend 
  languages, cure light wounds, divine favor, enlarge 
  person (DC 17), remove fear
  0 (at will)—create water, detect magic, guidance, light, 
  mending, read magic, resistance, stabilize, virtue
  Mystery Battle
  TACTICS
  During	Combat Tsomar relies upon his spells in combat, 
  preferring to incapacitate rather than kill his foes.
  Morale Tsomar fights until destroyed, returning to this spot 
  once he has rejuvenated.
  STATISTICS
  Str —, Dex 8, Con —, Int 14, Wis 12, Cha 23
  Base	Atk +9; CMB +8; CMD 24
  Feats Combat Casting, Empower Spell, Endurance, 
  Extend Spell, Improved Initiative, Weapon 
  Focus (longsword)
  Skills Diplomacy +21, Fly +7, Intimidate 
  +16, Knowledge (engineering, history, 
  religion) +10, Perception +24, Profession 
  (soldier) +9, Ride +8, Sense Motive +16, 
  Spellcraft +10, Stealth +7; Racial	
  Modifiers +2 Intimidate, +8 Perception, 
  +8 Stealth
  Languages Abyssal, Common, 
  Draconic, Orc
  SQ oracle’s curse (lame), orc 
  blood, revelations (battlecry, 
  battlefield clarity 2/day, skill 
  at arms, war sight)
  Development: The PCs can 
  release 
  Captain 
  Trant’s 
  soul 
  by 
  ensuring he is the last defender of 
  Hammer Rock. First, the wyrmwraith Ptemiazrol must 
  be destroyed, to free the dragon’s tormented spirit. 
  Second, the PCs must track down the three missing 
  soldiers. Karissa is trapped within a wall of statues 
  (area G1). Torumard’s remains arrived in Moloum’s 
  decontamination lab (area E1), where the ecorche Jalub 
  wears his skin. Zain’s bones are incorporated into the 
  tomb giant Eastapiron’s armor (area C12). Finally, the 
  PCs must invoke Lastwall’s authority and formally 
  relieve Captain Tsomar Trant of his watch.
  Story Award: For fulfilling the conditions of Captain 
  Trant’s release, award the PCs 76,800 XP.
  B15. Great Hall
  The heavy wooden tables in this large dining hall are still largely 
  serviceable. A large mosaic on the western wall depicts knights 
  vanquishing orcs as a blue dragon roars in the background. 
  A PC who succeeds at a DC 18 Knowledge (history) 
  check recognizes the knight’s leader as the paladin 
  Mandraivus, who led heroes and knights against Kazavon, 
  a blue dragon who nearly united the orcs and conquered 
  the region several centuries ago.
  B16. Living Quarters
  These apartments housed the castle’s seneschal, primary 
  officers, and their families. The upper three levels of 
  the keep contain rooms similar to these, although the 
  shattered furnishings and ashy remains of corpses are 
  19
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  Tsomar Trant
  
  all situated differently in each room. A garderobe in the 
  second story channels waste in to the cesspit (area C11).
  B17. Cellar Stairs
  Stairs here lead to the chambers of Glerhadring, which 
  the knights in the Hammer Rock primarily used as 
  cellars. The stairs lead down to the hall (area C1).
  C. GLERHADRING
  The ruins beneath Hammer Rock—which the crusaders 
  primarily used as a cellar—exhibit a combination of 
  architectural styles. The utilitarian style favored by 
  the builders during the Whispering Tyrant’s reign 
  predominates, but in a few places the early dwarven 
  Taargadth style still survives after more than seven 
  millennia, featuring swooping arches, lovingly carved 
  columns, and weathered friezes celebrating the Quest for 
  Sky. The remainder is the work of human masons since 
  Lastwall’s foundation, largely repairs and the addition of 
  masonry supports for the fortifications above. 
  Except where noted, the ceilings rise to a height of 
  15 feet, the walls are superior masonry, the doors are 
  weathered wood (hardness 5, hp 5, break DC 20) and the 
  rooms are dark. The Radiant Fire spared much of the 
  organic matter on this level, though it was still sufficient 
  to kill practically every living thing above Fallowdeep.
  When the Whispering Tyrant broke free of Gallowspire, 
  the tomb giants living in Virlych’s forboding mountains 
  peaks descended from those peaks to take their pick 
  of corpses to craft into servitors. A convenient peace 
  exists between the lich and tomb giants, with each one 
  appreciating the mutual benefits of working together. The 
  Whispering Tyrant cares little for the castle and its cellar, 
  desiring only the valuable caches in Fallowdeep below. 
  Hoping to reinforce the area and maintain old alliances, he 
  invited these tomb giants to occupy Glerhadring.
  Use the map on page 22 for encounters in Glerhadring.
  C1. Hall
  This broad landing allows for considerable traffic. From 
  here, a PC who succeeds at a DC 20 Perception check can 
  hear intermittent scraping and soft drum music through 
  the east doors (area C5) and several voices arguing quietly 
  through the doors to the south (area C13).
  C2. Cellar Access
  This low, square room served as the main entrance to 
  the castle’s storage area for provisions. It also served as 
  an office for keeping inventory, as ledgers on one shelf 
  attest. The tomb giants halfheartedly ransacked this room 
  searching for survivors, but soon realized there weren’t 
  any. Bags of flour, potatoes, and onions set out to prepare 
  the day’s food rations are badly charred but still edible.
  C3. Larders
  Originally serving the dwarves as a forge and armory, 
  these two rooms underwent considerable renovation 
  during Hammer Rock’s construction to serve as storage 
  for food and drink. The Radiant Fire did not destroy the 
  food in these areas outright. Instead, the beverages have 
  all begun leaking out of disintegrating barrels, whereas 
  the dairy products are curdled and the meat has a metallic 
  taste. The giants living on this level don’t mind the flavors.
  C4. Well
  Sealed with both a wooden door and a locked metal grate 
  (hardness 10, hp 10, break DC 23, Disable Device DC 30), 
  this area opens into the brick-lined well shaft, which 
  drops another 200 feet before reaching water. This well is 
  thousands of years old, and its clear, clean water was too 
  deep to be affected by the Radiant Fire. 
  C5. Undercroft (CR 16)
  Sturdy square columns support the vaulted ceiling twenty feet 
  above the stone floor in this storeroom. Alcoves in the northwest 
  and northeast corners contain jumbles of lumber, stone, and 
  iron. Near the east wall is a heap of desiccated corpses, most 
  still wearing armor and tabards with the flag of Lastwall. 
  Although originally built by the dwarves to serve as a 
  general-purpose room for storage, sleeping, and simple 
  crafts, the architects of Hammer Rock dedicated this 
  vaulted chamber to storage of iron ingots, lumber, pitch, 
  and similar supplies. The past weeks’ campaigning has 
  significantly depleted the stores. The giants are shifting 
  the remaining materials into the northern alcoves to 
  clear out space, and a pile of magic-blasted knight corpses 
  against the eastern wall awaits proper sorting.
  Creatures: Three tomb giants are here moving 
  crumbling boxes at a leisurely pace. They aren’t expecting 
  visitors, and they quickly conclude that unfamiliar people 
  must be intruders. However, they wait to attack until 
  provoked or their smaller companion directs them.
  Accompanying them is one of the few smaller creatures 
  the tomb giants are willing to suffer: the bleachling gnome 
  Rhal, who quietly plays and retunes a trio of summoned 
  drums. Rhal once tried to embrace musical traditions 
  as a means of staving off the Bleaching, yet the more he 
  explored other cultures’ music, the more he noticed 
  underlying, predictable patterns that connected them all. 
  Rather than inspire him, these similarities reinforced a 
  depressing lack of novelty—seemingly proof of the world’s 
  limited creativity. He emerged from his downward spiral 
  into the Bleaching believing his transformation is a new 
  existence of living death. The tomb giants captured Rhal 
  but found him too small to animate as anything interesting; 
  20
  
  further,  his morbid sensibilities entertain them. Over 
  the past year, Rhal’s become a de facto cabal member, 
  chronicler, and advisor to the giants.
  Rhal is less aggressive than the giants, and he’s 
  willing to converse with the PCs while cycling through 
  various soft drum beats from across Avistan. He is quite 
  matter-of-fact about the Whispering Tyrant’s recent 
  presence, explaining that the lich destroyed Hammer 
  Rock, ceded the cellar to the giants, and descended below. 
  The Whispering Tyrant hasn’t returned since, and Rhal 
  assumes he’s still down there. He comments offhandedly 
  that the giants like to kill, dismember, and reanimate 
  intruders, and he encourages the PCs to depart swiftly. 
  If it’s clear that the PCs aren’t going to leave, Rhal 
  continues to play his drums, using his Spellsong feat to 
  bolster his giant allies before advising them to attack.
  RHAL	
  CR	13
  XP	25,600
  Male middle-aged gnome bard (dirge bard) 14 (Pathfinder 
  RPG Ultimate Magic 26)
  NE Small humanoid (gnome)
  Init +3; Senses low-light vision; Perception +21
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 armor, –1 Dex, +1 size)
  hp 122 (14d8+56)
  Fort +6, Ref +8, Will +13; +4 vs. fear, energy drain, death 
  effects, and necromantic effects, +2 vs. illusions
  Defensive	Abilities defensive training; Immune aging; 
  Resist haunted eyes
  OFFENSE
  Speed 20 ft.
  Melee mwk sickle +10/+5 (1d4–2)
  Special	Attacks bardic performance 36 rounds/day (swift 
  action; countersong, dance of the dead, dirge of doom, 
  distraction, fascinate [DC 23], frightening tune [DC 23], 
  inspire competence +4, inspire courage +3, inspire greatness, 
  soothing performance, suggestion [DC 23]), hatred
  Spell-Like	Abilities (CL 14th; concentration +20)
  At will—speak with animals
  1/day—dancing lights, ghost sound (DC 17), 
  prestidigitation
  Bard	Spells	Known (CL 14th; concentration +20)
  5th (3/day)— greater dispel magic, major curse UM 
  (DC 23), phantasmal web APG (DC 22), stunning 
  finaleAPG (DC 21)
  4th (5/day)—cure critical wounds, dimension door, 
  echolocation UM, enervation, hold monster (DC 20)
  3rd (5/day)—crushing despair (DC 19), dispel magic, fear 
  (DC 21), haste, slow (DC 19)
  2nd (7/day)—blindness/deafness (DC 20), blur, 
  darkness, false life, glitterdust (DC 18), heroism, 
  silence (DC 19)
  1st (7/day)—alarm, anticipate peril UM (DC 17), comprehend 
  languages, feather fall, ray of enfeeblement (DC 19), 
  saving finale APG (DC 17), vanish APG (DC 18)
  0 (at will)—dancing lights, detect magic, mage hand, 
  mending, message, summon instrument
  TACTICS
  Before	Combat Rhal uses Spellsong to cast spells such as 
  haste and heroism on allies. He also tries to cast whispering 
  wind to warn Eastapiron (area C12) of intruders.
  During	Combat Rhal uses bardic performances like 
  frightening tune to disrupt the PCs, supplementing these 
  tunes with spells that attack the PCs or bolster his allies.
  Morale Rhal fights alongside the giants due to self-interest, 
  not loyalty. He flees using dimension door once reduced to 
  30 hit points or obviously outclassed.
  STATISTICS
  Str 7, Dex 8, Con 15, Int 14, Wis 15, Cha 22
  Base	Atk +10; CMB +7; CMD 16
  Feats Craft Wondrous Item, Greater Spell Focus (necromancy), 
  Improved Initiative, Iron Will, Spell Focus (necromancy), 
  Spellsong UM, Toughness
  21
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  Rhal
  
  Skills Bluff +23, Craft (boneworking) +16, Diplomacy +16, 
  Knowledge (arcana, history, local, nature) +17, Knowledge 
  (religion) +22 (+29 to identify undead), Perception +21, 
  Perform (percussion) +23, Sense Motive +9, Spellcraft +19, 
  Stealth +10, Use Magic Device +13; Racial	Modifiers +2 
  Craft (boneworking), +2 Perception
  Languages Common, Dwarven, Giant, Gnome, Sylvan
  SQ bardic knowledge +7, gnome magic, haunting refrain, 
  secrets of the grave
  Other	Gear +3 leather armor, mwk sickle, belt of mighty 
  constitution +2, clear spindle ioun stone, headband of 
  alluring charisma +2, masterwork boneworking tools
  TOMB	GIANTS	(3)	
  CR	12
  XP	19,200	each
  hp 162 each (Pathfinder RPG Bestiary 6 136)
  Treasure: In addition to his gear, Rhal has a collection 
  of carefully carved skulls, leg bones, and scapulae bearing 
  grim motifs of death. Many of these also bear inscriptions 
  of the giants’ deeds while Rhal’s lived with them, 
  highlighting the creation of High Ritualist Eastapiron’s 
  living armor (see area C12). These bones weigh a total of 
  40 pounds, but their artistry makes them worth 1,600 gp.
  Development: If Rhal contacts Eastapiron, the tomb 
  giant leader prepares for combat and joins the fight with 
  his current giant companions in 5 rounds; otherwise, 
  Eastapiron isn’t likely to hear the sounds of combat 
  in this room. Combat here is easier to overhear from 
  the feast hall (area C13), but the rawhead there makes 
  excuses to keep the giants distracted by their gambling 
  game; those giants don’t leave to join the encounter 
  unless combat here goes on for at least 8 rounds. In 
  that case, the tomb giants in area C13 become curious 
  and investigate.
  C6. Last Stand Passage (CR 15)
  The dwarves designed their fortress around the eventuality 
  that it would come under attack. While repelling invaders, 
  the dwarves would slowly retreat back to this hallway, 
  whose ceiling is a mere 4-1/2 feet high, designed to force 
  attacking orcs to stoop, lose momentum, and struggle to 
  swing large weapons.
  The first knights to explore Hammer Rock examined 
  this passage and the rooms beyond, but when they 
  recognized the dwarven spirits as guardians of their 
  shrine, the knights elected not to disturb them further 
  and sent for dwarven experts from Tar Khadurrm—
  experts who never came, because Droskar’s Crag erupted 
  later that year, shattering the dwarves’ capital. The 
  knights instead gated off this wing, which developed 
  a fittingly haunted reputation. The gate now hangs on 
  C. GLERHADRING
  C1
  1 SQUARE = 5 FEET
  C4
  C3a
  C2
  C3b
  C14
  C15
  C16
  C13
  C12
  C9a
  C9b
  C10a
  C9c
  C11
  C6
  C9d
  C10b
  C10c
  C10d
  C7
  C8
  C5
  C9e
  C9f
  C9g
  22
  
  rusted hinges a few feet into this low hall from this 
  level’s common area.
  Hazard: The low ceiling hampers Medium creatures 
  that are at least 4 feet, 9 inches in height. Such creatures 
  take a –2 penalty to AC and on attack rolls, and they cannot 
  run or charge. Abilities that negate squeezing penalties 
  allow a creature to ignore these drawbacks. Large 
  creatures must squeeze while moving in these areas.
  Haunt: This entire passage is host to a series of 
  benign haunts that project seconds-long glimpses of 
  Glerhadring’s construction and brief occupation—
  breaking ground, swearing to take back Koldukar, and 
  later leaving the site. However, the vision of the lead 
  dwarf mason setting down his tools to leave triggers a 
  much more powerful effect: accusations of failure and 
  oath-breaking in Dwarven appear inscribed in the walls, 
  cursing everyone in the hallway.
  This haunt does not trigger if the PCs possess the 
  oathhammer (see area C8) and are earnestly working to 
  awaken its powers.
  FAILED	FELLOWSHIP	
  CR	15
  XP	76,800
  LE haunt (throughout area C6)
  Caster	Level 15th
  Notice Perception DC 29 (to hear uneasy muttering in Dwarven)
  hp 30; Trigger proximity; Reset 1 day
  Effect When this haunt is triggered, grim accusations appear 
  on the walls, cursing those present for breaking their oaths 
  to Glerhadring. A cursed creature can never acknowledge 
  its bonds to allies, cannot treat any other creatures as allies, 
  cannot target other creatures with harmless spells, and must 
  always attempt saving throws against harmless spells. A 
  successful DC 25 Will save negates this effect; dwarves take 
  a –4 penalty on the save. This is a curse effect.
  Destruction The city of Koldukar (now Urgir) must be taken 
  back from the orcs and remain without orcs on its premises 
  for at least 1 week.
  C7. Hall of Oaths (CR 16)
  Among the first structures built in Glerhadring, this 
  hall maintains its relief carvings that honor the dwarven 
  pantheon centered around Torag, the god of the 
  forge: Angradd the Forge-Fire, Bolka the Golden Gift, 
  Dranngvit the Debt Minder, Folgrit the Watchful Mother, 
  Grundinnar the Peacemaker, Kols the Oathkeeper, 
  Magrim the Taskmaster, and Trudd the Mighty. The 
  disgraced god Droskar is not among those represented. 
  The friezes not only depict some of the pantheon’s myths 
  (such as one variation of how Trudd lost his beard) and 
  the dwarven Quest for Sky, but also the loss of a towering 
  citadel proudly standing in a rocky valley. This last carving 
  immortalizes the fall of Koldukar to orcs in –3708 ar, and 
  the sculptor incorporated a lizard atop one peak holding 
  a scroll that reads, in Dwarven, “We shall remember and 
  reclaim.” The lizard and scroll are the holy symbol of 
  Kols, god of duty, honor, and promises.
  Hazard: As with area C6, the ceiling in this room is low 
  and hampers Medium and larger creatures.
  Creature: Like the dwarves who had sworn to retake 
  Koldukar millennia before, many of the dwarves who 
  survived Tar Taargadth’s fall and resumed construction of 
  Glerhadring swore oaths to finish their work and crush 
  Belkzen’s descendants. Even so, many departed when their 
  families’ banners rallied armies to fight in the ensuing 
  civil wars near Highhelm, and tensions grew among 
  the few who remained. In the end, only one dwarf, the 
  stubborn priest Tanhild Harskordottir, refused to leave, 
  believing her oath more sacred than picking sides in the 
  internecine warfare on the other side of Lake Encarthan. 
  When it became clear that her old comrades were not 
  returning, she guarded over the shrine for several more 
  years before binding her soul here as an eternal guardian 
  of the shrine and its mission. She has hidden ever since as 
  a nemhain, able to draw on the spirits of the dwarves who 
  abandoned their oaths to complete Glerhadring.
  Tanhild is hostile to most visitors, attacking immediately. 
  However, she is cautiously willing to approach dwarves 
  or those who bear the insignia of the dwarven pantheon. 
  She consistently conflates the PCs with the comrades who 
  abandoned their work here, though, accusing the PCs 
  of crimes they did not commit. A dwarf or worshipper 
  of the dwarven pantheon can calm her with a successful 
  DC 30 Bluff or Diplomacy check; an open worshipper 
  of Kols gains a +10 circumstance bonus on this check. If 
  placated, Tanhild insists that the PCs make peace with 
  Kols, gesturing to the shrine in area C8 and describing 
  the ritual of oathtaking there. Otherwise, she derides the 
  PCs’ insincerity and attacks. In combat, she separates her 
  opponents with wall of force before fighting with her touch 
  attack and spell-like abilities. She doesn’t pursue foes who 
  flee out of areas C6, C7, and C8, but she otherwise fights 
  until destroyed. If reduced to 0 hit points, she retreats into 
  a stone surface to regenerate before resuming the fight.
  Tanhild’s focus object is the statue of Kols (hardness 
  8, hp 60, break DC 32) in area C8, and she can rejuvenate 
  here unless it is destroyed.
  TANHILD	HARSKORDOTTIR	
  CR	16
  XP	51,200
  LE female advanced nemhain (Pathfinder RPG Bestiary 5 
  288, 182)
  hp 261
  Development: Even if the PCs appease Tanhild, she is 
  never truly at ease. She can provide the PCs background 
  23
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  information about the second attempt to construct 
  Glerhadring, and she has a basic understanding of what 
  occurred during the first building phase millennia before 
  that. She can also help the PCs piece together how best 
  to appease Kols and reconsecrate the shrine, though her 
  assistance tends to come more in the form of probing 
  questions and confirmation of the PCs’ theories.
  If the PCs present Tanhild with the means to return 
  to life, she declines. Tanhild lived during a dark era in 
  dwarven history, and she has a pessimistic outlook on life, 
  civilizations, and culture as a whole. Only duty is forever. 
  Until Glerhadring is complete and Koldukar reclaimed, 
  she prefers to retain her undead form. 
  C8. Oathkeeper’s Shrine
  Behind this room’s stone altar towers the statue of a stoic male 
  dwarf. One hand is raised as if he were swearing an oath, while 
  his other beckons toward the altar, where rest a warhammer, 
  a stylus, a drinking horn, and a string of metal beads. Inscribed 
  sentences in Dwarven script line the room’s floor and walls, 
  though most are gouged by lines through the text. 
  Glerhadring was founded on promises to Kols, to 
  Koldukar, and to dwarvenkind. This shrine’s floor 
  and walls are inscribed with over a hundred promises 
  and signatures in Dwarven, each left by a different 
  dwarf committed to the site’s mission. Many reference 
  secondary reasons, such as “To honor my slain sister” or 
  “That I might honor Torag by felling his enemies.” The 
  most unique of these entries reads, “I shall remain where 
  others abandoned, to honor your name and remain true 
  to their forgotten oaths—Tanhild Harskordottir.”
  A PC who succeeds at a DC 20 Knowledge 
  (dungeoneering or engineering) check or 
  an appropriate Craft or Profession check 
  recognizes that the gouged inscriptions 
  are defaced with extraordinary precision, as 
  though by a supernatural force, not by mere 
  tools. With a successful DC 20 Knowledge 
  (religion) check, a PC can ascertain that 
  the shrine’s divine connection is weak, as 
  though it were no longer consecrated or had 
  been cursed in some way. Success on this 
  Knowledge (religion) check also allows a PC 
  to piece together the shrine’s basic ritual: a 
  creature addresses Kols, asks him to witness 
  an oath, uses the stylus to trace the oath’s 
  words on the altar, fills the drinking horn, 
  takes a drink, and then pours a quantity of the 
  beverage over the traced words. The words then 
  fade, reappearing inscribed on one of the walls. 
  Swearing and fulfilling oaths in this way is 
  key to tapping into the shrine’s diminished 
  power, though only significant oaths make 
  an impression. For every 5 points by which 
  the PC’s Knowledge (religion) check above 
  exceeded the DC, the PC can intuit a clear oath 
  that could qualify, such as the following:
  • Fulfill a promise to an unlikely ally (putting 
  Tsomar to rest is an excellent choice).
  • Name and destroy an oath-breaker (Ceto 
  Malderra in area F5 would qualify, as would 
  Klrau in area F6).
  • Use the oathhammer (see Treasure) to defeat a significant 
  undead threat (that is, an undead creature whose CR 
  equals or exceeds the PC’s level – 1).
  24
  Tanhild Harskordottir
  
  Other oaths might also be appropriate. The more 
  closely the deeds are associated with fulfilling the PCs’ 
  duties to Lastwall, promoting dwarvenkind, and realizing 
  old promises, the better.
  Treasure: The warhammer on the altar is an oathhammer, 
  a +2 warhammer that has the magical properties of an 
  oathbow, including the ability 
  to swear to slay an enemy in 
  order to increase the hammer’s 
  enhancement bonus, damage, 
  and critical hit multiplier. The 
  oathhammer’s utterances must be in 
  Dwarven rather than Elven. If the wielder 
  breaks a promise, the oathhammer turns into 
  a cursed –2 warhammer for 24 hours. The metal 
  beads are durable but don’t radiate any magical 
  auras to effects like detect magic. They are strung along 
  a tight chain of fine steel links, and the strand is 
  worth 100 gp.
  As the PCs swear and fulfill oaths at 
  this shrine, both the oathhammer and the 
  beads become more powerful conduits 
  of Kols’s will.
  1 Oath Fulfilled: The beads become 
  a strand of prayer beads with beads of blessing, 
  healing, and smiting.
  2 Oaths Fulfilled: The karma bead activates on the strand 
  of prayer beads, and the oathhammer’s base enhancement 
  bonus increases to +3 (although its enhancement bonus 
  against a sworn enemy remains at +5).
  3+ Oaths Fulfilled: The oathhammer grants the disruption 
  and throwing weapon special abilities against the wielder’s 
  sworn enemy.
  C9. Storerooms
  These rooms once contained barrels of emergency supplies 
  and ammunition in the event Glerhadring’s defenders were 
  pushed back, ensuring that mere starvation would not fell 
  them. The rooms are practically empty now, except for old 
  grease stains and disintegrating debris from millennia ago.
  C10. Apartments
  These former dwarven living quarters have ceilings that 
  are uncomfortably low by human standards. Some serve 
  as improvised storage chambers, whereas others are 
  outfitted with human-sized furnishings to serve as spare 
  bedrooms in case Hammer Rock became crowded.
  C11. Cesspit
  Once one of the dwarven apartments, this room’s floor 
  has been broken apart and dug out to let sewage seep into 
  the soil. A ceiling chute in the northeast corner leads to 
  the garderobe in the keep above (area B16).
  C12. Training Hall (CR 17)
  This large room is supported by four narrow columns. The 
  masonry walls are smoothed and inscribed with life-size 
  illustrations of orc opponents, complete with lines indicating 
  common weak points in their stances and anatomy. A dozen 
  broad, straw-filled mats are grouped in the center of the area. 
  A double door leads north, and an open door 
  to the east leads to a small, empty chamber.
  The dwarves constructed this large room 
  as a place to practice combat arts. Hammer 
  Rock’s architects removed the decaying training 
  dummies and weapons centuries ago, replacing them 
  with recent examples of orc opponents.
  Creatures: 
  Finding 
  the 
  room 
  spacious and the mats comfortable, 
  the lead tomb giant Eastapiron, 
  his mate, and his second-in-
  command 
  claimed 
  this 
  area 
  for 
  themselves. Eastapiron spends much 
  of his time tinkering with his 
  extraordinary armor, a partially 
  autonomous sheath of fossilized bone 
  that he created by combining his cabal’s 
  necromantic expertise and the bleachling Rhal’s skill with 
  magical devices. He is still getting a feel for the armor and 
  its possibilities.
  Eastapiron has a loose leadership style but is territorial 
  by nature. The Whispering Tyrant granted the group 
  these upper ruins, and unexpected visitors are entirely 
  unwelcome. The giants aren’t especially loyal to the powerful 
  lich; rather, they’re awed by him and recognize they live in 
  this defensible home on his condition that they keep out 
  trespassers. The PCs might be able to trick Eastapiron into 
  believing that they’re servants of the Whispering Tyrant, 
  as he is perceptive but not particularly good at spotting 
  deception. If the PCs do so, the giant questions them about 
  their intentions before grudgingly showing them the way 
  to Fallowdeep below (see area C16). If he doesn’t think the 
  PCs belong, however, he and his companions are quick to 
  attack. They all fight well together, and as long as Eastapiron 
  lives, his companions fight to the death.
  EASTAPIRON	
  CR	15
  XP	51,200
  Male tomb giant fighter 2 (Pathfinder RPG Bestiary 6 136)
  NE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., deathwatch, detect undead, 
  low-light vision; Perception +24
  DEFENSE
  AC 30, touch 12, flat-footed 27 (+8 armor, +3 Dex, +10 
  natural, –1 size)
  25
  MIDWIVES  
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  Oathhammer
  
  hp 176 (15 HD; 13d8+2d10+107); fossil golem armor
  Fort +21, Ref +13, Will +15; +1 vs. fear
  Defensive	Abilities negative energy affinity, rock catching; 
  Immune death effects, paralysis
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 frost scythe +24/+19/+14 (2d6+20/19-20/×4 plus 
  energy drain and 1d6 cold) or
  2 slams +18 (1d6+6 plus energy drain)
  Ranged rock +10 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks energy drain (1 level, DC 18), rock 
  throwing (120 ft.)
  Spell-Like	Abilities (CL 12th; concentration +14)
  Constant—deathwatch, detect undead
  3/day—corpse stitcher, sculpt corpse APG (DC 13)
  1/day—animate dead, control undead (DC 19)
  TACTICS
  During	Combat Eastapiron delights in tripping foes and 
  skewering them with attacks of opportunity. If the tomb 
  giants with him are both defeated, or if his fossil golem 
  armor is reduced to fewer than 50 hit points, he uses 
  a swift action to order the golem to remove itself and 
  fight independently.
  Morale Eastapiron fights to the death.
  STATISTICS
  Str 36, Dex 19, Con 24, Int 15, Wis 23, Cha 14
  Base	Atk +11; CMB +25 (+29 trip); CMD 39 (41 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, 
  Greater Trip, Improved Critical (scythe), Improved Iron Will, 
  Improved Trip, Iron Will, Lightning Reflexes, Power Attack
  Skills Climb +14, Craft (sculpture) +11, Heal +14, Knowledge 
  (religion) +17, Perception +24, Stealth +8, Survival +16
  Languages Common, Giant, Necril
  SQ sinister synergy
  Gear +2 fossil golem armor, +1 frost scythe, 3 rocks, cloak of 
  resistance +3, mwk sculpting tools, 331 gp
  SPECIAL	ABILITIES
  Fossil	Armor Eastapiron’s armor is a fossil golem modified 
  to be worn as construct armor. While he wears the armor, 
  attacks targeting him instead damage the armor, which has 
  122 hit points and DR 10/adamantine and bludgeoning. 
  Once it is destroyed, the armor no longer grants its 
  benefits, reducing Eastapiron’s AC and flat-footed AC to 23 
  and 19, respectively. This extraordinary armor increases 
  the giant’s effective CR by 1.
  EASTAPIRON’S	ARMOR	
  CR	13
  XP	25,600
  Fossil golem construct armor (Pathfinder 
  RPG Bestiary 3 136, Pathfinder RPG 
  Ultimate Magic 114)
  hp 122
  TOMB	GIANTS	(2)	
  CR	12
  XP	19,200	each
  hp 162 each (Pathfinder RPG Bestiary 6 136)
  Development: If the PCs deceive Eastapiron, he is 
  unlikely to stay placated for long. Whether he finds the 
  bodies of his fallen comrades, hears combat echoing from 
  26
  Eastapiron
  
  Fallowdeep, or just finds flaws in the PCs’ lies, it’s only a 
  matter of time before he questions the PCs’ cover. When 
  he does, he might lay an ambush for the next time they 
  retreat from Fallowdeep, or he might recruit a few tomb 
  giants to help him track down the PCs.
  Eastapiron’s armor is primarily made of enormous 
  fossilized dinosaur bones, but even a cursory examination 
  reveals that this armor includes humanoid bones as well. 
  These bones are the remains of the half-elf Zain Phelter, 
  one of Hammer Rock’s defenders. Putting Tsomar Trant 
  to rest requires extracting Zain’s bones—a process that 
  destroys the suit—and returning the bones to the surface.
  C13. Feast Hall (CR 16)
  Decorated with elaborate scrollwork along the tops of the walls 
  and a tall relief carving of a dwarven citadel along the north 
  wall, this chamber has eight sturdy columns, three battered 
  tables, and several old chairs.
  This general purpose living space has served as a 
  dining hall and break room for most of Hammer Rock’s 
  occupation. Three of the eight tables that stood here still 
  remain, with the others having been scrapped for fuel and 
  space. The relief carving depicts the sky citadel Koldukar 
  before it was overtaken by orcs.
  Creatures: Normally reclusive so as to better ambush 
  and torment victims, the wandering rawhead named 
  Clatchol caught wind of the Whispering Tyrant’s 
  return and came to Lastwall to inspect the chaos. After 
  a tense standoff with the tomb giants, the two sides 
  found common ground in their ability to create utterly 
  heinous undead creatures and their appreciation of 
  gallows humor. Clatchol has stayed with the giants 
  since, swapping stories about victims. The two giants 
  here recently introduced the rawhead to a few games of 
  chance, and the latter finds the games utterly delightful. 
  To the giants’ dismay, the rawhead has been winning, but 
  whenever the two are ready to quit, the rawhead goads 
  them into another round. At this point, Clatchol has won 
  several dozen skulls belonging to dead crusaders, which 
  serve as gambling chips.
  When the PCs arrive, the two giants reach for their 
  weapons, but Clatchol intervenes. The promise of new 
  blood at the game table is irresistible. The rawhead 
  endeavors to defuse the situation by inviting the PCs 
  to play a simple game of chance. If the PCs seem eager 
  to fight, the rawhead adapts, citing that a simple game 
  with the right stakes could spare everyone unnecessary 
  bloodshed. Confused by Clatchol’s ploy, the giants 
  tentatively agree to participate. 
  Clatchol’s proposed game is Old Chimera, played 
  with trios of 6-sided dice and a deck of Harrow cards. 
  Each round, participants draw four cards, offer an opening 
  ante, roll their dice, raise the stakes, and then use their 
  dice results as currency to bid for and draw additional 
  cards. The goal of the game is to assemble the highest 
  scoring combination of cards, all the while bluffing the 
  other players as to the contents of a hand. The flow of the 
  game allows for some minor cheating like drawing too 
  many cards or quietly adjusting a die, but being caught 
  imposes penalties.
  Clatchol proposes distributing an equal number 
  of gambling tokens to each of the three parties: a PC, 
  Clatchol, and one of the giants. Whoever runs out of 
  tokens first loses and has to pay up. The rawhead offers 
  the treasures he’s accumulated in the past year (including 
  those he’s won from the giants) and is willing to add in 
  a simple concession like not terrorizing innocents for a 
  year. He challenges the participating giant and PC to put 
  their skeletons on the line. The giant hesitates but agrees, 
  eager to win back her treasure.
  If a PC agrees to play, you can resolve a round of Old 
  Chimera by having each participant roll a Bluff check, a 
  Sense Motive check, and a Profession (gambler) check (or 
  a Wisdom check, if untrained). Total each participant’s 
  results, and the player with the lowest sum runs out of 
  tokens first. A participant can cheat by substituting a Bluff 
  or Sleight of Hand check for any of these checks, opposed 
  by the other two participants’ Sense Motive or Perception 
  checks, respectively. On a failure, one of the other players 
  spots the ploy, and the cheater’s check is treated as a 0 
  for scoring the game. You can make the resolution of 
  this game more complex by having the PC play multiple 
  rounds, roleplaying the bidding, or more, but the above 
  mechanic is sufficient to determine the loser.
  If Clatchol loses, he graciously congratulates his 
  opponents and surrenders his treasures (see Treasure 
  below), encouraging the giant and PC to continue playing 
  to see who wins the lot. If not harassed, the rawhead 
  departs soon thereafter. If the giant loses, they both scowl, 
  renege on their bet, and try to kill the PCs, though the 
  rawhead abstains from the fight unless attacked. If the PC 
  loses, the rawhead expects them to surrender, in which 
  case he extracts the PC’s skeleton and turns them into a 
  bloody bones (Pathfinder RPG Bestiary 6 49). In the likely 
  case the PC refuses, the rawhead attacks.
  Naturally, the PCs can simply attack the three gamblers, 
  in which case they all fight back. In combat, Clatchol 
  prefers to incapacitate a timid foe with Charisma 
  damage. If Clatchol is reduced to fewer than 80 hit points, 
  he casts deeper darkness, despite the giants’ protests. If 
  reduced to fewer than 40 hit points, Clatchol flees. The 
  giants are particularly concerned about being punished 
  by Eastapiron for their shirking and therefore fight 
  intruders to the death. 
  27
  MIDWIVES  
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  CLATCHOL	
  CR	14
  XP	38,400
  Male rawhead (Pathfinder RPG Bestiary 6 241)
  hp 200 
  TOMB	GIANTS	(2)	
  CR	12
  XP	19,200	each
  hp 162 each (Pathfinder RPG Bestiary 6 136)
  STATISTICS
  Skills Climb +12, Knowledge (religion) +12, Perception +15, 
  Profession (gambler) +15, Stealth +7
  Treasure: Clatchol currently possesses the giants’ 
  wealth, consisting of 766 gp in ancient Ustalavic coins, 
  a school of eyes UE, two diamonds worth 400 gp each, and 
  a silver crystal ball stand resembling five snakes coiled 
  together worth 225 gp. Clatchol’s own treasures include 
  a scarab of protection with 8 charges remaining, a bag with 
  1,855 sp, a child’s well-loved stuffed lion with only one 
  eye remaining, and the deed to a small farm in western 
  Nirmathas. No amount of questioning convinces the 
  rawhead to provide more than a knowing smile when 
  asked about these latter treasures.
  Development: If the PCs defeat Clatchol in Old 
  Chimera, the rawhead thanks them for a good game 
  while simultaneously maintaining eye contact for an 
  uncomfortably long time. He cryptically promises to visit 
  them in the future and departs Hammer Rock.
  The three gamblers have broken into arguments 
  several times already, so any combat that lasts less than 
  4 rounds doesn’t attract any other giants’ attention. If 
  a combat here lasts 5 or more rounds, giants from the 
  undercroft (area C5) or the training hall (area C12) arrive a 
  few rounds later to investigate.
  Story Award: If the PCs win at Old Chimera, award them 
  XP as though they had defeated these foes in combat.
  C14. Old Kitchen
  Originally used as a kitchen by the dwarves, this room’s 
  wide chimneys were repurposed during the construction 
  of Hammer Rock above to serve as ventilation shafts. Iron 
  grates mortared into the walls to the north and south 
  allow for greater airflow.
  C15. Dungeons
  These sundry rooms served a variety of purposes for the 
  dwarves, ranging from additional apartments to food 
  cellars. Hammer Rock’s engineers broke down several 
  walls and replaced them with iron bars to convert this 
  space into a dungeon to house Lastwall’s prisoners. The 
  doors to several cells have been torn open, showing where 
  the Whispering Tyrant’s followers recovered prisoners’ 
  crumbling bodies for reanimation.
  C16. Fallowdeep Entrance
  The Whispering Tyrant demolished the floor of this 
  cell with disintegrate, revealing the long stone staircase 
  that connects Glerhadring to Fallowdeep below. Ever 
  since the end of the Shining Crusade, this entrance has 
  remained hidden. Due to the Whispering Tyrant’s inexact 
  excavation, the topmost stairs have been disintegrated, 
  and there is a 10-foot drop to reach the upper steps. The 
  stairs descend 150 feet to the charnel reach (area D1).
  D. FALLOWDEEP
  The storage facility known as Fallowdeep sprawls across 
  roughly a 1-mile diameter far beneath Glerhadring, 
  connected to the old dwarven ruins above by a wide 
  staircase later magically sealed with stone. Fallowdeep 
  can sequester tens of thousands of undead soldiers in 
  cramped subterranean bunkers. In addition, its core 
  features three separate wings for the site’s three key 
  custodians: the ghast Moloum Cactoa in the Stitched 
  Wing (area E), the site’s founder Klrau Adleon, now a 
  demilich, in the Gallery of Flies (area F), and the medusa 
  Aeonte in the Petrified Halls (area G).
  Use the map on page 30 for encounters in Fallowdeep. 
  Several of the passageways that extend beyond the 
  mapped areas each lead to dozens of rooms, many filled 
  with humanoid undead that Fallowdeep’s masters are 
  quickly restoring to their fighting potential. If the PCs 
  explore these chambers, they can be quickly overwhelmed 
  by the legions of warehoused undead.
  RivalRies in Fallowdeep
  Fallowdeep’s politics and delicate balances of power are 
  likely to shift as the PCs explore the facility; see the sidebar 
  on page 32 for more information about Fallowdeep’s key 
  NPCs. These relationships fall into the categories of old 
  grudges and new rivalries.
  Old Grudges: The three original masters of Fallowdeep 
  are Aeonte, Moloum, and Klrau, who quickly came to 
  abhor each other. Aeonte proudly crafted her garden of 
  statues, much to Moloum’s disgust, because he perceived 
  her supernatural abilities as imprecise and crude. Aeonte 
  saw Moloum’s alchemy as overly clinical and passionless, 
  and the two verbally sniped at each other all through 
  Fallowdeep’s earliest days. Klrau regularly intervened to 
  keep them from coming to blows, and the two both hated 
  the lich for his bossiness and self-assured arrogance. The 
  squabbles only escalated once Fallowdeep was sealed, 
  drastically increasing competition for resources—
  particularly once Klrau withdrew from actively managing 
  the site and crumbled into a demilich.
  Since the Whispering Tyrant arrived, Aeonte and 
  Moloum have partially mobilized their own armies 
  to join Tar-Baphon’s banner, but neither is willing to 
  28
  
  expose their forces until certain their rival won’t 
  take that opportunity to strike. However, once 
  the PCs neutralize either Aeonte or Moloum, 
  the survivor is free to act with impunity and 
  bolster the Whispering Tyrant’s horde with 
  their own forces. The following provides a 
  rough timeline for the survivor’s actions if 
  the PCs don’t intervene.
  3 Hours: The surviving rival confirms 
  the 
  PCs’ 
  actions 
  and 
  begins 
  the 
  mobilization process. 
  12 Hours: Profane paladin troops (see page 31) 
  associated with the survivor begin patrolling 
  any emptied areas of Fallowdeep, 
  hindering anyone who would 
  interfere with the survivor’s 
  mobilization efforts. 
  24 or 36 Hours: The surviving 
  rival takes control of the 
  Gluttonous Sanctuary (area 
  D2) after 24 hours, although 
  this takes an additional 12 hours if 
  the PCs haven’t already destroyed 
  Lyanthari as the survivor must displace her and her 
  minions to seize control of the Gluttonous Sanctuary. 
  The survivor then marches their troops through the 
  portal to join the Whispering Tyrant. See The Tyrant’s 
  Horde sidebar on page 55 for how this impacts Part 3.
  New Rivalries: In the past several days, Fallowdeep has 
  gained several new masters with vastly different goals. Ceto 
  Malderra aims to mobilize all of Fallowdeep, ideally under 
  her control, to reinforce the Whispering Tyrant’s forces on 
  Absalom. However, not only has Ceto struggled to wrest 
  control from Aeonte or Moloum (having taken control of 
  only some of Klrau’s forces), but Lyanthari has taken control 
  of the facility’s teleportation circles and—to teach Tar-Baphon 
  a lesson in humility—prohibits anyone from aiding him. 
  Meanwhile, Gildais vainly hopes to destroy the Whispering 
  Tyrant but is reluctant to trust anyone, least of all himself. 
  As a result, all three of these newcomers view each other 
  with disdain. Ceto is the most aggressive in enacting her 
  plans; if the PCs aren’t able to stop her within 72 hours after 
  they dispatch Lyanthari, she has enough of Klrau’s forces to 
  mobilize (using the same schedule as provided for Aeonte 
  and Moloum above). Lyanthari and Gildais are largely 
  content to observe the PCs and may change strategies while 
  the PCs explore Fallowdeep, with Lyanthari hunting the PCs 
  if they destroy too many undead and Gildais deciding to 
  either join the PCs or assassinate them. 
  evenT 1: The deFeCToR (CR 19)
  This is less a single encounter than a recurring meeting 
  that occurs as the PCs explore Fallowdeep. 
  Creature: The winterwight Gildais prowls the facility, 
  pondering how best to stymie the Whispering Tyrant’s 
  reinforcements, but doubting whether his aims 
  are his own or merely another psychic trick 
  of the Whispering Tyrant. While the PCs 
  explore Fallowdeep, Gildais shadows 
  them at a considerable distance, piecing 
  together their actions and whether the 
  PCs are friends or foes. It is possible for 
  the PCs to earn Gildais’s trust or convince 
  him to attack, depending on their actions 
  in Fallowdeep (see Campaign Role on 
  page 59). If attacked, Gildais skirmishes 
  for a round or two before fleeing to 
  resume his observations later.
  GILDAIS	
  CR	19
  XP	204,800
  hp 367 (see page 58)
  Development: If the PCs 
  successfully convince Gildais to ally with 
  them, he provides them only minor support 
  in Fallowdeep; he knows who the primary 
  power brokers in the facility are and is forthcoming with 
  this knowledge, but he prefers to save his strength for 
  confronting the Whispering Tyrant (see Part 3).
  evenT 2: The endless aRmies (CR 13+)
  The Whispering Tyrant 
  mobilized 
  thousands 
  of 
  undead troops when he arrived in Fallowdeep, but this 
  represented only a fraction of the undead stored in the 
  facility. Other undead required lengthier processes to 
  activate, such as an alchemical catalyst, the command of a 
  powerful cleric, or the reversal of petrification. 
  Creatures: Consisting largely of fallen combatants 
  harvested from the battlefields of the Shining Crusade, 
  the thousands of soldiers stored in Fallowdeep represent 
  a staggering array of reanimated humanoids, character 
  classes, and even undead types. However, the majority 
  are armored knights or soldiers reanimated as skeletal 
  champions, approximated by the statistics on page 31. 
  Troops with undead of different abilities but roughly similar 
  strength can be found throughout Fallowdeep, subject to 
  the GM’s discretion, but the statistics on page 31 work well 
  for undead hordes the PCs encounter in Fallowdeep.
  Unless the PCs seek out and try to fight these troops, 
  they pose no threat until one or more of Fallowdeep’s 
  competing powers feels confident enough to mobilize 
  their respective armies. When one of these NPCs calls 
  upon their army, mobilization takes several hours, during 
  which time these troops are an increasingly common 
  sight in that NPC’s territory, appearing in companies 
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  MIDWIVES  
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  Gildais
  
  FALLOWDEEP
  1 SQUARE = 10 FEET
  G3
  G4
  G2
  G1
  D1
  D2
  F3
  F2
  F4
  F1
  F5
  F7
  F6
  F8b
  F8a
  F8c
  F8d
  F1
  F8e
  E2
  E1
  E5
  E4
  E3
  E4
  E6
  E7
  E4
  30
  
  of 2 to 6  troops. By eliminating many companies or 
  collapsing key passageways, the PCs could slow an army’s 
  mobilization by as much as a day, but the sheer quantity of 
  soldiers means such strategies merely delay the inevitable.
  PROFANED	PALADIN	TROOP		
  CR	13
  XP	25,600	each
  NE Medium undead (troop)
  Init +6; Senses darkvision 60 ft.; Perception +25
  DEFENSE
  AC 27, touch 13, flat-footed 24 (+5 armor, +2 Dex, +1 dodge, 
  +6 natural, +3 shield); +5 deflection vs. good
  hp 190 each (20d8+100)
  Fort +11, Ref +10, Will +16
  Defensive	Abilities troop traits; DR 5/bludgeoning; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee troop (4d6+6)
  Space 20 ft.; Reach 5 ft.
  Special	Attacks arrow barrage (DC 22), smite good
  Spell-Like	Abilities (CL 4th; concentration +13)
  3/day—quickened blindness/deafness (DC 18), quickened 
  silence (DC 17)
  TACTICS
  During	Combat The troop favors melee combat, casting 
  silence or blindness to hinder spellcasting foes as it 
  marches forward into a good position. Against flying 
  or distant foes, the troop fires arrow barrages while 
  maneuvering into a more advantageous position.
  Morale The troop generally fights until destroyed, but if the 
  current situation has it at a clear disadvantage, the troop 
  makes a tactical retreat to find a better position to continue 
  the fight later.
  STATISTICS
  Str 22, Dex 14, Con —, Int 10, Wis 14, Cha 21
  Base	Atk +15; CMB +21; CMD 34 (can’t be tripped)
  Feats Combat Casting, Dodge, Improved Initiative, Improved 
  Iron Will, Iron Will, Lightning Reflexes, Missile Shield APG, 
  Mobility, Shield Focus, Spell Focus (necromancy)
  Skills Climb +19, Intimidate +18, Knowledge (religion) +13, 
  Perception +25, Sense Motive +15, Stealth +25
  SQ variable genesis
  Gear +1 chain shirt (1d6), +1 longsword (1d6), mwk 
  shortbows (1d6) 
  SPECIAL	ABILITIES
  Arrow	Barrage	(Ex) A profaned paladin troop can fire a 
  barrage of arrows as a standard action. This attack takes 
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  MIDWIVES  
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  the form of up to four lines with ranges of 110 feet. These 
  lines can start from the corner of any square in the troop’s 
  space. All creatures in any of these lines takes 4d6 points 
  of piercing damage (Reflex DC 22 half). The save DC is 
  Dexterity-based.
  Smite	Good	(Su) A profaned paladin troop gains a +5 
  deflection bonus to AC against good creatures and a +20 
  bonus on troop damage rolls against good creatures.
  Spell-Like	Abilities	(Sp)	The profaned paladin troop’s 
  spell-like abilities come from individuals within the troop 
  and are cast as such; since the action of one member does 
  not significantly change the troop’s overall actions, these 
  spell-like abilities are treated as quickened. 
  Variable	Genesis The curators of Fallowdeep’s undead 
  hordes each used their own techniques for preserving and 
  reanimating the soldiers. Each troop of profaned paladins 
  gains one of the following benefits.
  Alchemical Reanimation (Ex) The troop consists largely 
  of Moloum’s alchemically animated undead, all of 
  which expel toxic chemicals when harmed. The troop 
  is immune to acid damage. If a creature damages the 
  troop with a natural attack, unarmed strike, or non-reach 
  melee weapon, that creature takes 2d6 acid damage 
  and must succeed at a DC 25 Fortitude save or be 
  sickened for 1 round. The save DC is Charisma-based.
  Petrified Preservation (Ex) The troop consists largely 
  of petrified creatures that Aeonte unpetrified, killed, 
  and then animated as undead. The process leaves the 
  creatures’ bones petrified and durable, giving the troop 
  DR 10/— instead of DR 5/bludgeoning.
  Unholy Ward (Su) The troop consists largely of Klrau’s 
  blasphemous creations protected by Baalzebul’s hellish 
  power. The troop is immune to fire damage and gains a 
  +4 resistance bonus on saving throws.
  D1. Charnel Reach (CR 16)
  Six tall pillars support the ceiling of this enormous round room 
  a hundred feet overhead. The columns are slick with water 
  and bear large colonies of phosphorescent fungi that shed dim 
  illumination throughout the room. A profusion of plants grows 
  around the base of each pillar, although most of the plants are 
  stunted or bear gigantic tumors. Toward the rounded chamber’s 
  eastern end stands a small stone cathedral stained by centuries 
  of mildew.
  The portion of Fallowdeep that connects to 
  Glerhadring is also its largest open area. Known as the 
  Charnel Reach, this chamber serves as a mustering point 
  for the Whispering Tyrant’s troops. The carnivorous 
  plants growing here eke out enough light from the 
  phosphorescent fungi to photosynthesize, and they 
  secure most of their nutrients from the abundance of 
  cockroaches, flies, moths, and other insects that manifest 
  as a sign of Baalzebul’s unholy blessing. Over the course 
  of a decade, each plant develops a massive seedpod 
  that contains a twisted humanoid body implanted with 
  several seeds. Aeonte and Moloum (as well as Klrau, to 
  a lesser extent) regularly clash over these rare cadavers, 
  which they preserve for animation or experimentation.
  Creatures: The Whispering Tyrant commanded one 
  of his loyal nightshades, a nightwing named Veyhas, 
  to keep watch over this chamber. Veyhas is the largest 
  and strongest of three nightwing “siblings,” including 
  Anabarondye (whom the PCs encountered in “Last 
  Watch”) and Vasdrauk (whom the PCs encountered in 
  “Gardens of Gallowspire”). Veyhas roosts in the ceiling 
  and keeps watch for the rare intruder. It recognizes 
  the PCs as the killers of its nightwing siblings, and as 
  it attacks, it first identifies itself as kin to those other 
  two nightwings, then thanks the PCs for culling the 
  weaklings in its brood.
  Most of the carnivorous plants at the base of the 
  pillars are either currently in a torpor or are too small 
  to really endanger the PCs, although a single corpse 
  lotus near the southeastern pillar is attentive to any 
  Personalities of Fallowdeep
  The following are key players in Fallowdeep.
  Aeonte	(Area	G3): This medusa penanggalen rules the 
  Petrified Halls, where she has prepared a stone army of 
  thousands of creatures in the petrified halls.
  Ceto	Malderra	(Area	F5): Until recently, Ceto served 
  Lastwall, but her perceived humiliation led to her 
  confrontation with the PCs during the events of “Last 
  Watch.” Now a graveknight sworn to Asmodeus, Ceto tries 
  to usurp control of Fallowdeep and mobilize its armies.
  Gildais	(Event	1): Once one of the Whispering Tyrant’s 
  key allies, the winterwight Gildais came to regret his 
  actions, escaped Gallowspire, and inadvertently helped 
  the lich break free. He aims to thwart his former master 
  and initially suspects the PCs are secretly the lich’s agents.
  Klrau	Adleon	(Area	F6): This half-orc lich constructed 
  Fallowdeep to forward his own and the archdevil 
  Baalzebul’s ambitions. He has since crumbled into a 
  demilich and does not police his squabbling subordinates.
  Lyanthari	 (Area	 D2): This daughter of Urgathoa is 
  one of the Whispering Tyrant’s longest-serving advisors, 
  yet she has grown to loathe his egotistical blasphemies 
  against the Pallid Princess. She has brought Fallowdeep’s 
  mobilization to a standstill to humble the lich.
  Moloum	 Cactoa	 (Area	 E5): Ostracized from Thuvia 
  for his unconventional techniques and transformed by 
  his own alchemy, this ghast tirelessly perfects the arts 
  of alchemical reanimation in the Stitched Wing (area E).
  32
  
  disturbances that indicate a meal larger than insects 
  might be present.
  Veyhas and the corpse lotus aren’t allies and don’t work 
  together; for example, Veyhas doesn’t make any particular 
  effort to exclude the plant from the area of its cone of cold. 
  Both foes fight until destroyed. 
  VEYHAS	
  CR	15
  XP	51,200
  Advanced nightwing (Pathfinder RPG Bestiary 2 292, 203)
  hp 229
  CORPSE	LOTUS	
  CR	13
  XP	25,600
  hp 178 (Pathfinder RPG Bestiary 5 60)
  D2. Gluttonous Sanctuary (CR 19)
  Half soaring temple, half feast hall, this structure has delicately 
  arching walls covered in ivy relief carvings that are pristine 
  near the ceiling but erode as they approach the floor. Two long 
  banquet tables support an array of delicacies including pastries, 
  candied fruits, savory meat, cheeses, decanters of wine, and 
  more. The interior eastern wall bears three broad, circular 
  alcoves that each contain a clearly demarcated circle inscribed 
  in the floor.
  With doorways opening to the north, west, and south, 
  this sanctuary both celebrates the goddess Urgathoa’s 
  power and provides easy access to Glerhadring and the 
  wings of Fallowdeep. The three alcoves each contain a 
  permanent teleportation circle (CL 20th) outlined clearly 
  to avoid accidental transportation. The circles can 
  be gradually reconfigured to a new location with 1d4 
  hours of work and a successful DC 40 Spellcraft check. 
  Currently the north circle leads to the Gallowgarden, just 
  outside the ruins of Gallowspire, whereas the central and 
  south circles each travel to different points about 30 miles 
  northeast of Absalom, in the blasted and war-torn region 
  known as the Cairnlands.
  The food on the table tastes delicious, but it’s deceptively 
  rancid. Within 10 minutes after being removed from the 
  serving platters, the food visibly begins to wither and 
  rot, though it still tastes delightful. Consuming a hearty 
  serving over the course of an hour grants the benefits 
  of heroes’ feast (CL 20th) but gives the eater a –2 penalty 
  on all saves against spells and effects created by undead 
  creatures. This banquet perpetually renews itself as a sign 
  of Urgathoa’s favor.
  Creatures: The daughter of Urgathoa Lyanthari 
  presides here, patiently waiting and confident that 
  the Whispering Tyrant grinds his teeth in frustration 
  that his reinforcements haven’t arrived. With her are 
  two loyal vampire bodyguards who lounge about and 
  intermittently eat delicacies from the banquet. In 
  addition, a powerful qolok sahkil frequents the area, 
  having spent several weeks feeding the deprivations of 
  Lastwall in its time of crisis before following Lyanthari 
  in search of more opportunities. If the qolok suspects 
  intruders, it shifts to the Ethereal Plane to spy from 
  there, and it launches a surprise attack if Lyanthari is 
  in danger. Around the fringes of the room lurk a dozen 
  weaker undead such as ghouls and skeletons, but they 
  don’t participate in any fight; they are merely here to 
  serve Lyanthari’s whims. 
  Lyanthari intends the PCs no harm—at least not yet. 
  Instead, she welcomes them and invites them to eat at her 
  table. Whether or not they do so, Lyanthari inquires as to 
  who they are and how they arrived, gathering her minions 
  to listen and sensing the PCs’ alignments. She knows 
  the PCs represent a potential threat to the Whispering 
  Tyrant, though likely not one that stands any chance of 
  causing him true harm. As a result, Lyanthari aims to use 
  the PCs like pawns to goad Tar-Baphon, causing enough 
  damage to disrupt his plans without compromising his 
  usefulness to the Pallid Princess.
  Lyanthari is forthcoming in her request and in 
  explaining her motivations, asking the PCs outright 
  if they intend to stop the Whispering Tyrant. She 
  explains the current situation in Fallowdeep in broad 
  strokes and invites the PCs to cause minor mischief by 
  destabilizing the key figures, who are all more loyal to 
  the Whispering Tyrant than she is. Lyanthari even offers 
  use of the teleportation circles to the PCs, although she 
  strongly encourages them to strike a blow (or several) to 
  the Whispering Tyrant here in Fallowdeep before using 
  them. In the meantime, they are welcome to toast this 
  arrangement over the feast. If the PCs rebuke Lyanthari, 
  she mirthfully acquiesces, knowing that they’re likely to 
  do what she wants even without a deal.
  If attacked, Lyanthari and her more powerful followers 
  retaliate. However, so long as the PCs haven’t caused too 
  much damage in Fallowdeep thus far, Lyanthari’s goal 
  isn’t to kill the PCs, but to chase them toward one of the 
  three wings (areas E, F, or G). As the adventure progresses, 
  Lyanthari becomes less and less amused by the PCs’ 
  antics, likely tracking them down personally (see her 
  Campaign Role on page 61).
  LYANTHARI	
  CR	17
  XP	102,400
  hp 313 (see page 60)
  QOLOK	
  CR	16
  XP	76,800
  hp 243 (Pathfinder RPG Bestiary 5 217)
  33
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  VAMPIRE	SHIELD	BEARERS	(2)	
  CR	12
  XP	19,200	each
  Human vampire ranger 11 (Pathfinder RPG Bestiary 270)
  NE Medium undead (augmented humanoid, human)
  Init +7; Senses darkvision 60 ft.; Perception +31
  DEFENSE
  AC 33, touch 14, flat-footed 29 (+4 armor, +3 Dex, +1 dodge, 
  +8 natural, +7 shield)
  hp 131 each (11d10+66); fast healing 5
  Fort +13, Ref +14, Will +12
  Defensive	Abilities channel resistance +4, evasion;  
  DR 10/magic and silver; Immune undead traits; 
  Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 40 ft.
  Melee +3 heavy shield bash +21/+16/+11 (1d6+10), +2 
  slam +15 (1d4+5 plus energy drain) or
  +2 slam +20 (1d4+12 plus energy drain)
  Ranged mwk throwing axe +15 (1d6+7)
  Special	Attacks blood drain, children of the night, combat 
  style (weapon and shield APG), create spawn, dominate 
  (DC 19), energy drain (2 levels, DC 19), favored enemies 
  (animals +4, good outsiders +2, humans +4), quarry
  Ranger	Spells	Prepared (CL 8th; concentration +13)
  3rd— greater magic fang, instant enemy APG 
  2nd—aspect of the bear APG, owl’s wisdom
  1st—alarm, longstrider, resist energy
  TACTICS
  Before	Combat The vampires cast aspect of the bear, owl’s 
  wisdom, greater magic fang, and longstrider on themselves.
  During	Combat The vampires protect Lyanthari, using Spring 
  Attack to lunge at the PCs and Shield Slam to push them 
  away before retreating back to Lyanthari’s side.
  Morale The shield bearers protect their liege at all costs and 
  consider death by her side an honor.
  Base	Statistics Without their spells, the vampires’ base stats 
  are AC 31, touch 14, flat-footed 27; Will +10; Speed 30 ft.; 
  Melee +3 heavy shield bash +21/+16/+11 (1d6+10), slam 
  +13 (1d4+3 plus energy drain) or slam +18 (1d4+10 plus 
  energy drain); concentration +11; Wis 16; CMB +18; Skills 
  Perception +29, Sense Motive +13, Survival +17.
  STATISTICS
  Str 24, Dex 16, Con —, Int 10, Wis 20, Cha 18
  Base	Atk +11; CMB +20; CMD 32
  Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Endurance, Greater Shield Focus, Improved Initiative, 
  Improved Shield Bash, Iron Will, Lightning Reflexes, Missile 
  Shield APG, Mobility, Shield Focus, Shield Master, Shield Slam, 
  Spring Attack, Toughness
  Skills Bluff +12, Climb +11, Intimidate +18, Knowledge 
  (dungeoneering) +14, Knowledge (geography, nature) +7, 
  Perception +31, Sense Motive +15, Spellcraft +14, Stealth 
  +23, Survival +19; Racial	Modifiers +8 Bluff, +8 Perception, 
  +8 Sense Motive, +8 Stealth
  Languages Common
  SQ change shape (dire bat or wolf, beast shape II), favored 
  terrains (plains +2, underground +4), gaseous form, 
  hunter’s bond (companions), shadowless, spider climb, 
  swift tracker, track +5, wild empathy +15, woodland stride
  Gear mwk chain shirt, +3 heavy steel shield with shield 
  spikes, mwk throwing axe, cloak of resistance +2
  Development: If the PCs destroy Lyanthari, other 
  powers in Fallowdeep soon notice and begin mobilizing 
  their troops to exploit the power vacuum. Ceto Malderra, 
  in particular, prepares to march her forces to the 
  Whispering Tyrant’s aid, as described in the New Rivalries 
  section on page 29.
  If the PCs destroy the teleportation circles, the news 
  eventually reaches Tar-Baphon by means of Fallowdeep’s 
  various power brokers, most of whom have scrolls of sending 
  or other tools to inform their master of this development. 
  In this case, the lich returns to Fallowdeep to restore the 
  circles, potentially clashing with the PCs in the process!
  E. THE STITCHED WING
  Eternally suffused with the faint stink of preservative 
  chemicals, the Stitched Wing houses the extensive 
  alchemical workshops of the ghast Moloum Cactoa. As 
  a counterpoint to the medusa Aeonte’s preservation by 
  petrification, Moloum zealously pursued alchemy as not 
  only a way to store hundreds of corpses for the Whispering 
  Tyrant, but also as the means to invent utterly novel types 
  of imposing undead creatures. To this end, many of the 
  rooms in the Stitched Wing boast immense double doors 
  large enough to accommodate a Gargantuan creature, yet 
  each such double door also includes a single inset door for 
  everyday use by Medium creatures. Except where noted, the 
  gently arching ceilings are 20 feet high. To ease cleanup, the 
  floors are smooth stone carefully surfaced using dozens of 
  stone shape spells to drain into the waste reservoir (area E6).
  neCRomanTiC pipes
  Threaded, reinforced glass pipes run along the walls 
  through areas E1 to E5 in the Stitched Wing. The pipes 
  have hardness 5 and 5 hit points. They can be damaged 
  by direct attacks or any area attacks that affect the walls, 
  although energy attacks other than those that deal sonic 
  damage deal only half damage to the pipes.
  Creature: Moloum has made extraordinary leaps in 
  the science of alchemical reanimation. His processes can 
  repair and control the physical body of a subject more 
  easily than they can control the soul. He found that the 
  necromantic experiments imprinted pain-maddened 
  spirits’ 
  displeasure 
  on 
  his 
  laboratories, 
  creating 
  34
  
  troublesome haunts. To divert these unwanted energies, 
  he installed the pipes and filled them with an alchemical 
  gas that absorbs the residual psychic outbursts of his 
  cadavers. Over centuries, these gases have absorbed so 
  much hatred that they’ve taken on a life of their own, 
  functioning as a powerful hungry fog.
  Fortunately, the fog is trapped within the pipes, within 
  which the gas intermittently manifests pained faces 
  that fade away over several seconds. If a section of pipe 
  is destroyed, the ravenous fog spills out and attacks any 
  creatures in sight. 
  RAVENOUS	FOG	
  CR	13
  XP	25,600
  Variant advanced hungry fog (Pathfinder RPG Bestiary 3 
  290, 152)
  N Huge ooze
  Init –1; Senses Perception –5
  Aura bewitching brume (10 ft., DC 17)
  DEFENSE
  AC 7, touch 7, flat-footed 7 (–1 Dex, –2 size)
  hp 153 (18d8+72); fast healing 5
  Fort +10, Ref +5, Will +1
  Defensive	Abilities gaseous, negative energy affinity; 
  DR 10/magic; Immune acid, electricity, ooze traits, sonic; 
  Resist cold 10
  Weaknesses vulnerable to wind
  OFFENSE
  Speed fly 20 ft. (perfect)
  Melee touch +11 (8d10 negative energy)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks enveloping mists (3d6 negative energy and 
  staggered, DC 23)
  TACTICS
  During	Combat The ravenous fog attacks nearby creatures, 
  preferring living targets over undead ones.
  Morale The ravenous fog fights until destroyed.
  STATISTICS	
  Str —, Dex 8, Con 18, Int —, Wis 1, Cha 7
  Base	Atk +13; CMB +15; CMD 24 (can’t be tripped)
  E1. Decontamination Lab (CR 16)
  This laboratory holds several large stone blocks that serve 
  as tables, and various bone saws, hooks, and large surgical 
  blades hang from several wall-mounted racks. Hoses, 
  spigots, and meat hooks extend from the ceiling, allowing 
  technicians to hoist, rinse, and rub down carcasses with 
  alchemical powders that arrest the first stages of rot. 
  Once the workers have thoroughly cleaned and trimmed 
  the carcasses, these materials are cleared to move into the 
  sundry storage chambers.
  A dangling pull handle in the southwest corner activates 
  six ceiling-mounted spigots that spray a fine mist of water 
  in the room for as long as the handle is pulled taut—a 
  precaution to help neutralize airborne threats like caustic 
  gas that might burst from decaying corpses. A latch built 
  into the eastern tool rack activates an audible alarm 
  throughout the Stitched Wing when pulled.
  Creature: The sadistic ecorche Jalub claims this lab as 
  his home, having assisted Moloum as his chief charnel 
  processor from Fallowdeep’s earliest days. Jalub can 
  sever tendons, peel back skin, and vivisect corpses with 
  supernatural efficiency. Unfortunately, the facility’s 
  sequestration meant that the supply of bodies was quite 
  limited. Jalub became increasingly morose, despite the 
  ongoing restoration of decaying corpses performed by the 
  gholes; slicing apart the same bodies simply lost its charm.
  Salvation came at last with the Whispering Tyrant’s recent 
  return. Not only did the lich make space by requisitioning 
  the completed undead creations, but he also brought 
  with him a host of new bodies—some of them still alive. 
  Jalub eagerly processed several dozen fresh bodies and 
  peeled the skin off one of the better-preserved specimens: 
  Torumard the Iron Mattock, one of Captain Tsomar Trant’s 
  missing comrades. Now disguised as the disheveled dwarf, 
  Jalub has been cheerfully cleaning the tools here.
  When he hears unfamiliar creatures approaching, Jalub 
  takes cover behind one of the tables. There he plays the 
  part of a soldier who awoke here after the Radiant Fire, 
  remembering only a flash of light, momentary pain, and 
  then dreams of hateful laughter that he associates with 
  being surgically tormented in this lab. When he regained 
  his senses—if not all of his memories—“Torumard” began 
  exploring his surroundings. To his dismay, he found the 
  adjoining rooms occupied by even greater threats and 
  retreated here to fend off any attackers with an oversized 
  scalpel he wields in a shaky hand. Jalub adeptly plays the 
  part of the victim of vile experimentation. Although he 
  expresses a desire to escape this place and a willingness 
  to help the PCs explore, he secretly wants to identify the 
  most interesting PC to isolate and kill, stealing their skin. 
  If allowed to travel with the PCs, Jalub waits until the PCs 
  are distracted by another threat before attacking.
  JALUB	
  CR	16
  XP	76,800
  Male ecorche (Pathfinder RPG Bestiary 3 109)
  hp 209
  STATISTICS
  Skills Bluff +30, Disguise +30, Perception +20, Stealth +9
  Treasure: Among the room’s equipment are three 
  healer’s kits, five adamantine wire saws UE, two sets of 
  surgeon’s tools UE, three tins of unguent of timelessness, and 
  17 measures of embalming fluid UE. Beneath one of the 
  tables is a wide, dirty basket in which the ecorche tosses 
  35
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  treasure picked off the bodies. Included in the pile are 
  a set of dentures with 5 gold teeth (worth 80 gp total), a 
  blood-stained Elysian shield UE, and a mantle of faith. 
  Development: The soulbound shells in the stitching 
  lab (area E3) respond to any alarm sounded here or the 
  sound of battle, arriving swiftly to defend the Stitched 
  Wing from intruders.
  Putting Tsomar Trant to rest requires recovering 
  Torumard’s skin—which likely requires defeating Jalub—
  and returning the remains to the surface.
  E2. Charnel Storage (CR 15)
  This room’s thick doors seal to help maintain its chilly 
  atmosphere and low-oxygen environment, which helps 
  to preserve the tons of alchemically preserved cadavers 
  stored in this 30-foot-tall chamber. An array of broad, 
  four-tiered racks support a variety of corpses, through 
  which it is difficult to see to the other side of the room 
  beyond the racks (which provide cover). Much larger 
  carcasses hang in tall alcoves along the northern wall of 
  the room. A ceiling-mounted track supports a series of 
  hanging meat hooks, allowing a hanging carcass to be 
  pulled with relative ease from one end of the room to 
  another, or even into one of the alcoves.
  Once technicians properly clean and salt a corpse, it 
  typically travels into this room for long-term storage. 
  Roughly half of the bodies in here belong to humanoids 
  and horses slain in the Whispering Tyrant’s recent 
  campaign against Lastwall, whereas the other half 
  consist of withered, centuries-old bodies from a variety 
  of sources.
  Creatures: Tempted by the relatively fresh feast, a 
  trio of gholes has sneaked into this large locker to 
  gorge themselves on the new bodies. These are the last 
  surviving gholes from the 11 that Klrau lured down 
  from the mountains of Virlych centuries ago. Thanks 
  to their ability to cast restore corpse regularly, the gholes 
  have survived for generations on a diet of reconstituted 
  corpses. However, skirmishes with neighbors and 
  genetic isolation have devastated their population 
  over time, and these three are all that remain. Moloum 
  begrudgingly works with them to restore decaying 
  cadavers that his alchemical techniques are no longer 
  able to preserve—or to repair ruined building materials 
  so that he can use a body a second time. Because the 
  doors in this room are so thick, the gholes are unlikely 
  to hear nearby combat, and other undead are unlikely to 
  come to their aid.
  The gholes take cover if they detect intruders, and one 
  casts haste before they all rush to attack. The gholes retreat 
  if they manage to inflict their disease on at least half the 
  PCs, planning to ambush those weakened by the disease. 
  The gholes otherwise fight to the death.
  GHOLES	(3)	
  CR	12
  XP	19,200	each
  hp 168 each (Pathfinder RPG Bestiary 6 132)
  E3. Stitching Lab (CR 14)
  Boasting three workbenches of varying sizes, this 
  laboratory is equipped for the repair of damaged corpses 
  and the stitching together of disparate body parts to 
  create new undead creatures. Each station has cabinets 
  beneath the workbench that contain spools of thread, 
  needles of varying gauges and materials, and numerous 
  forms of adhesive. A pair of multi-jointed legs more than 
  10 feet long sits atop one of the benches.
  Creatures: When his apprentices Yana and Parnel 
  became overly willful, in days long before Fallowdeep’s 
  construction, Klrau disciplined them by trapping their 
  souls in crystalline prisons. Unwilling to discard useful 
  servants altogether, Klrau grafted each soul shard into 
  a quartz-and-oak body. He believed that once they had 
  learned humility, he could release them to continue 
  their studies. However, Yana and Parnel soon became 
  indispensable to the alchemist Moloum, and Klrau 
  gradually forgot about his failed disciples. The two 
  soulbound shells have slaved away in the Stitched 
  Wing ever since, primarily assembling body parts into 
  composite monstrosities and supplying the spells 
  necessary to create new undead and constructs. When 
  they sense danger in other areas of the Stitched Wing, 
  they rush to provide assistance.
  After centuries of being controlled, the two retain 
  barely any sense of their old identities. They’re willing to 
  negotiate with those who treat them as people rather than 
  as constructs, bartering information about nearby rooms, 
  occupants, and history in exchange for freedom and help 
  transferring their souls into living bodies. The latter 
  process is complex if it’s even possible, and potential 
  methods appear in the Development section on page 
  37. However, Yana and Parnel are easily swayed by initial 
  promises and later duplicity, only to become frustrated 
  and even violent later on if they aren’t given what they 
  feel is their due.
  YANA	AND	PARNEL	
  CR	12
  XP	19,200	each
  NE soulbound shells (Pathfinder RPG Bestiary 4 249)
  hp 132 each
  OFFENSE
  Wizard	Spells	Prepared (CL 12th; concentration +17)
  6th— chain lightning (DC 23), cold ice strike UM (DC 23)
  5th—acidic spray UM (2, DC 20), mind fog (DC 20), 
  overland flight
  4th—crushing despair (DC 19), enervation, greater 
  invisibility, touch of slime UM (DC 19)
  36
  
  3rd—dispel magic, fireball (DC 20), force punch UM (DC 20), 
  gentle repose, slow (DC 18)
  2nd—command undead (DC 17), glitterdust (DC 17), make 
  whole, mirror image, resist energy
  1st—detect undead, mage armor (already cast), ray of 
  enfeeblement (2, DC 16), shocking grasp (2)
  0—acid splash, detect magic, mage hand, mending
  STATISTICS
  Feats Combat Casting, Greater Spell Focus (evocation), 
  Improved Initiative, Improved Iron Will, Iron Will, 
  Skill Focus (Spellcraft), Spell Focus (evocation), Spell 
  Penetration, Toughness
  Development: These soulbound apprentices are loyal 
  to each other and nobody else. Unless the PCs represent 
  a promising means of regaining mortal bodies (even if 
  those bodies belong to someone else), Yana and Parnel are 
  likely to abandon or even betray the PCs. At minimum, 
  such a procedure would require fresh bodies (such as those 
  periodically restored by the gholes in area E2) to serve as 
  receptacles, expensive material components worth at least 
  5,000 gp per apprentice, and someone capable of casting 
  7th-level or higher necromancy spells, though the exact 
  details are subject to the GM’s discretion. If restored, the 
  two count the PCs as close allies and may accompany 
  them as cohorts or even serve as replacement characters 
  in the event of PC death. Both were 12th-level wizards 
  in life, though the GM can adjust their exact statistics as 
  living beings as needed to fit the adventure.
  E4. Halls
  These simple hallways are cleanly swept. A mop, broom, 
  dustpan, and waste bin hang on a wall in the largest hall.
  E5. Research Lab (CR 17)
  Carefully arranged glassware and organized books line the 
  shelves along the walls of this meticulously clean laboratory. 
  Two workbenches with an array of restraints for binding 
  creatures of various sizes stand near the middle of the room, 
  and three cabinets filled with an array of reagents stand 
  against the north wall. The headless body of a winged woman 
  is manacled to one of the tables.
  This room serves as the ghoul Moloum’s primary 
  laboratory and is dedicated to practicing new techniques. 
  Those processes that meet his exacting standards find 
  their way to the stitching lab (area E3) for replication and 
  large-scale reproduction. As with the decontamination 
  lab (area E1), this room contains overhead spigots with a 
  water sprinkler system. The rooms to the north and east 
  are a two-story materials storage closet and a washing 
  room for cleaning glassware, respectively. 
  The manacled body belongs to Aeonte (see area G3). 
  Moloum has stored it here until he determines how best 
  to animate it to mock his rival. The manacles are sturdy 
  (hardness 10, hp 15, break DC 35, Disable Device DC 35) 
  and Moloum carries the only key.
  Creatures: Raised and trained in Thuvia, the alchemist 
  Moloum Cactoa studied medicine and herb lore in the 
  hope of serving Artokus Kirran in the famous Citadel of 
  the Alchemist. However, Moloum’s petitions fell on deaf 
  ears. In his attempts to impress the sequestered sage, 
  he performed ever-riskier experiments in alchemical 
  medicine, eventually reanimating the dead as evidence 
  that he could help brew the immortal sun orchid elixir. 
  His ploy instead earned him disgust and censure, and he 
  departed for Avistan in search of the praise he believed 
  he deserved.
  He found a home in Ustalav, then only recently 
  fallen under the control of the Whispering Tyrant. The 
  powerful lich invited Moloum to demonstrate his craft, 
  which the alchemist recklessly boasted could one day 
  surpass even the lich’s greatest magic. Unimpressed, the 
  Whispering Tyrant demanded proof. When Moloum’s 
  first few displays evoked no awe, the desperate alchemist 
  mixed an untested concoction and consumed it, 
  dropping dead instantly. A moment later, he awoke as a 
  powerful ghast, transformed by his alchemical prowess. 
  The Whispering Tyrant accepted Moloum’s services on 
  the spot. When Klrau created Fallowdeep, he recruited 
  Moloum as a second-in-command.
  For all the thrill of having his own custom-built 
  laboratories and undying assistants, Moloum quickly 
  soured on his new surroundings. First, Klrau undercut 
  Moloum’s intellectual authority by recruiting the medusa 
  Aeonte to help preserve bodies for the Whispering 
  Tyrant’s use, citing the ghast’s inability to meet quotas. 
  Second, the decision to seal Fallowdeep after the 
  Whispering Tyrant’s defeat meant a drastic reduction 
  in the supplies available for experimentation. Moloum 
  loathes both of his old colleagues but is not yet confident 
  enough to strike against them. When the Whispering 
  Tyrant recently returned and unearthed Fallowdeep, he 
  praised Moloum’s new necrocrafts and implied that even 
  greater rewards would be forthcoming.
  Moloum believes the time is right to kick Aeonte, Klrau, 
  or both under the proverbial cart. So long as the PCs seem 
  willing to parley, the ghast explains who he is and discusses 
  business. His primary objective is neutralizing Aeonte, his 
  medusa rival, ensuring that he can mobilize his forces, join 
  the Whispering Tyrant, and earn the accolades long denied 
  him for his alchemical accomplishments. He entreats 
  the PCs to devastate Aeonte’s collection—if not destroy 
  the medusa outright—by unleashing several of her most 
  powerful captives: a purple worm, a many-headed troll, and 
  37
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
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  a sword-wielding gnome. If not under her control, they’ll 
  run amok and deal his rival’s stores of petrified bodies 
  extensive damage. Moloum provides willing PCs with a 
  tin of stone salve with 5 applications. In exchange for this 
  task, Moloum offers to prepare a powerful elixir for them 
  (described in Development on page 39), after which he 
  expects them to not interfere with his work again.
  Moloum keeps one of his massive four-legged siege 
  necrocrafts at hand for personal defense. He’s implanted 
  a smoke bomb in it with his Implant Bomb feat, so it 
  explodes when destroyed. Moloum uses the smoke to flee 
  if he’s in a bad spot at that point in the battle.
  MOLOUM	CACTOA	
  CR	15
  XP	51,200
  Male ghast alchemist (reanimator) 14 (Pathfinder RPG 
  Bestiary 146, Pathfinder RPG Advanced Player’s Guide 26, 
  Pathfinder RPG Ultimate Magic 20)
  CE Medium undead
  Init +10; Senses darkvision 60 ft.; Perception +23
  Aura stench (10 ft., DC 17, 1d6+4 minutes)
  DEFENSE
  AC 34, touch 17, flat-footed 28 (+4 armor, +6 Dex, +1 dodge, 
  +9 natural, +4 shield)
  hp 198 (16d8+126)
  Fort +15, Ref +15, Will +13
  Defensive	Abilities	channel resistance +2, freedom of 
  movement; DR 10/adamantine (140 points); Immune 
  undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +20 (1d6+9 plus paralysis and disease), 2 claws 
  +20 (1d6+9 plus paralysis)
  Ranged bomb +18/+13/+8 (5d4+5 fire)
  Special	Attacks bomb 19/day (5d4+5 fire, DC 22), 
  paralysis (1d4+1 rounds, DC 17)
  Alchemist	Extracts	Prepared	(CL 14th; 
  concentration +19)
  5th—delayed consumption APG, magic jar (DC 20), 
  spell resistance
  4th—create undead (2), freedom of movement, stoneskin, 
  vitriolic mist UM
  3rd— fly (2), haste (2), lesser animate dead UM 
  2nd—alchemical allocation APG, barkskin (2), bull’s strength, 
  invisibility, perceive cues APG, see invisibility
  1st—ant haul APG (DC 16), comprehend languages, crafter’s 
  fortune APG (DC 16), identify, negate aroma APG (DC 16), 
  shield (2)
  TACTICS
  Before	Combat	Moloum has stored the extract fluid form APG 
  in his body using delayed consumption. He consumes 
  his mutagen and his extracts of barkskin, freedom of 
  movement, perceive cues, shield, and stoneskin if he 
  believes that combat is imminent.
  During	Combat	Moloum blankets his foes in bombs, 
  changing the types frequently to keep his foes off-balance. 
  He bolsters his mobility with haste and fly extracts if 
  necessary, but keeps his necrocraft between him and his 
  strongest foes.
  Morale If at serious risk or reduced to 40 or fewer hit points, 
  Moloum activates his suspended fluid form extract and 
  seeps into the floor to escape and recover.
  Base	Statistics	When not under the effects of 
  his mutagen and spells, Moloum’s statistics 
  are Init +8; AC 23, touch 15, flat-footed 18; 
  Ref +13, Will +14; Melee bite +17 (1d6+6 
  38
  Moloum Cactoa
  
  plus paralysis), 2 claws +17 (1d6+6 plus paralysis); Ranged 
  bomb +16/+11/+6 (5d4+5 fire); Special	Attacks bomb 
  20/day (5d4+6 fire, DC 23); Str 20, Dex 18, Int 22, Wis 20; 
  CMB +16; CMD 36; Skills Acrobatics +6, Climb +10, Craft 
  (alchemy) +25, Disable Device +21, Heal +22, Knowledge 
  (arcana, religion) +25, Perception +24, Sense Motive +22, 
  Sleight of Hand +21, Spellcraft +23, Stealth +18, Swim +7.
  STATISTICS
  Str 26, Dex 22, Con —, Int 20, Wis 18, Cha 22
  Base	Atk +11; CMB +19; CMD 41
  Feats Brew Potion, Defensive Combat Training, Dodge, Extra 
  DiscoveryAPG, Implant BombUM, Improved Initiative, Iron Will, 
  Throw Anything, Toughness, Weapon Finesse
  Skills Acrobatics +8, Climb +13, Craft (alchemy) +24 (+38 to 
  create alchemical items), Disable Device +23, Heal +21, 
  Knowledge (arcana, religion) +24, Perception +28, Sense 
  Motive +26, Sleight of Hand +23, Spellcraft +22, Stealth 
  +20, Swim +10, Use Magic Device +16
  Languages Abyssal, Common, Dwarven, Infernal, Necril, Orc, 
  Osiriani, Varisian
  SQ alchemy (alchemy crafting +14), discoveries (delayed 
  bomb, dispelling bomb, fast bombs, greater mutagen, 
  plague bombUM, poison bomb, smoke bomb, stink bomb), 
  mutagen (+6/+4/–2, +4 natural armor, 14 hours), poison 
  use, simple reanimation, swift alchemy
  Combat	Gear boro bead (5th)UE, scroll of sending; Other	Gear 
  +2 leather armor, amulet of mighty fists +1, poisonous 
  cloak, alchemist formula book, manacles key, 840 gp
  SIEGE	NECROCRAFT	
  CR	15
  XP	51,200
  Variant necrocraft (Pathfinder RPG Bestiary 4 200)
  NE Huge undead
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, –2 size)
  hp 180 (24d8+72)
  Fort +10, Ref +9, Will +14
  Immune undead traits
  OFFENSE
  Speed 35 ft., climb 35 ft.
  Melee 2 slams +26 (3d8+10 plus grab)
  Ranged rock +18 (4d8+15)
  Space 15 ft.; Reach 10 ft.
  Special	Attacks constrict (3d8+15), rock throwing (180 ft.), 
  trample (3d8+15, DC 32)
  TACTICS
  During	Combat Little more than a straightforward brute, the 
  siege necrocraft lumbers toward the closest enemy and 
  attempts to scoop it up in a huge fist and choke the life out 
  of it. If it can’t close into melee, it hurls rocks from a bag 
  draped over its shoulder.
  Morale The siege necrocraft fights until destroyed.
  STATISTICS
  Str 30, Dex 13, Con —, Int —, Wis 10, Cha 15
  Base	Atk +18; CMB +30 (+34 grapple); CMD 41 (45 vs. trip)
  Feats ToughnessB
  SQ construction points (additional movement [climb], constrict, 
  extra legs, grab, trample)
  Treasure: After centuries of experimentation, Moloum 
  has nearly exhausted his immense closet of alchemical 
  reagents. Among what remains are 42 pounds of sundry 
  raw materials sufficient to create an additional 3,000 gp 
  worth of alchemical items. The laboratory’s carefully 
  calibrated and diligently maintained equipment weighs 
  200 pounds but grants a +5 circumstance bonus on Craft 
  (alchemy) checks. In addition, Aeonte’s body still wears 
  her ring of earth elemental command. 
  Development: If the PCs fulfill Moloum’s bargain, he 
  smiles wickedly and asks that they leave him for an hour 
  as he mixes the elixir and confirms their work. Once 
  he’s certain they succeeded, he disperses an airborne 
  activation agent into the troop storage tunnels to rally his 
  forces, makes the elixir, and leaves it where the PCs can 
  find it with a note of gratitude. Moloum’s elixir contains 
  enough doses for each PC. Each dose grants a permanent 
  +2 inherent bonus to one ability score of the imbiber’s 
  choice, selected as it’s consumed. The elixir functions 
  only once for each imbiber, even if recouped with magic 
  like alchemical allocationAPG.
  If Moloum is able to flee the PCs and recover, he 
  watches for an opportunity to either activate his army or 
  to personally slip through the teleportation circles in area 
  D2 to join the Whispering Tyrant. In the latter case, he 
  seeks revenge on the PCs; include him as part of one of 
  the first three Flash Point encounters in Part 3.
  E6. Waste Reservoir
  The lightly corroded iron door to this area is kept locked 
  (hardness 10, hp 50, break DC 28, Disable Device DC 30). 
  Several vents throughout the Stitched Wing drain into 
  this receptacle, a 10-foot-deep reservoir currently filled to 
  a depth of about 6 feet with dingy water with a greasy film 
  at the surface.
  Moloum might escape here using his fluid form extract. 
  From there he can slither to areas E1, E3, E5, or E7.
  E7. Necrocraft Storage (CR 16)
  This wide warehouse held Moloum’s finished siege 
  necrocrafts. The room extends 20 feet beneath the entrance 
  platforms, and the ceiling is 25 feet above the platforms. A 
  wrought iron walkway traverses the pit. A wall-mounted 
  cabinet near the door to area E5 contains a few ink pens, ink, 
  and a logbook that records the number of necrocraft siege 
  engines stored here and their estimated dates of completion. 
  39
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
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  Gallery
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  Based on these records, Moloum created 63 such necrocrafts, 
  taking approximately a year each to build the first 20. The 
  pace of construction dramatically dropped off afterward, 
  and the notes cite a dwindling supply of resources. Each 
  of the registered necrocrafts has a recent entry noting its 
  deployment under the command of the Whispering Tyrant.
  The door to the north leads hundreds of feet into another 
  series of storage rooms containing undead troops awaiting 
  Moloum’s activation catalyst. Although he can deliver this 
  catalyst by hand if necessary, he’s installed hidden nozzles 
  that allow him to spray the catalyst over his troops all at 
  once to expedite the process. A PC who discovers the hidden 
  nozzles (requiring a successful DC 30 Perception check) can 
  disable them with a few sharp blows of a blunt instrument.
  Creature: Although the siege necrocrafts have departed, 
  a much more willful undead monstrosity remains. When 
  Aeonte won a wager over a fresh set of corpses, Moloum 
  took his lesser share of the bounty in the form of one 
  hand from each body. He animated these hands with 
  some of the most potent reagents he brought from 
  distant Thuvia, hoping they could sneak through the 
  medusa’s garden and strangle the life from her. Even 
  Moloum wasn’t certain what the powerful reagents would 
  do, and they worked far better than he anticipated; the 
  resulting swarm is infused with mythic power and resists 
  Moloum’s commands. It now infests this chamber and 
  attacks anyone other than Moloum who enters.
  CRAWLING	HAND	PLAGUE	SWARM	
  CR	16/MR	8
  XP	76,800
  Unique plague swarm (Pathfinder RPG Bestiary 5 192)
  NE Diminutive undead (mythic, swarm)
  Init +13M/–7, dual initiative; Senses blindsense 30 ft., 
  darkvision 60 ft.; Perception +13
  DEFENSE
  AC 30, touch 17, flat-footed 27 (+9 armor, +1 Dex, +2 dodge, 
  +4 natural, +4 size)
  hp 234 (20d8+144); fast healing 5
  Fort +9, Ref +9, Will +14; second save
  Defensive	Abilities reform, swarm traits; DR 10/epic; 
  Immune undead traits, weapon damage
  OFFENSE
  Speed 40 ft. (30 ft. in armor), climb 40 ft. (30 ft. in armor)
  Melee swarm (4d6 plus 4d6 blight, distraction, steal, 
  and throttle)
  Space 20 ft.; Reach 0 ft.
  Special	Attacks distraction (DC 25), mark quarry, mythic 
  power (10/day, surge +1d10)
  TACTICS
  During	Combat The plague swarm surges over any intruders, 
  marking the first creature it damages as its quarry.
  Morale The plague swarm doesn’t leave this area, but it 
  otherwise fights until destroyed.
  STATISTICS
  Str 13, Dex 13, Con —, Int 6, Wis 11, Cha 16
  Base	Atk +15; CMB — (+12 steal); CMD —
  Feats Ability Focus (distraction), DodgeM, Extra Mythic PowerM, 
  Heavy Armor Proficiency, Improved InitiativeM, Improved 
  Lightning Reflexes, Iron Will, Light Armor Proficiency, 
  Lightning ReflexesM, Medium Armor Proficiency, Toughness
  Skills Climb +17, Perception +13, Stealth +21, Survival +10
  Languages Common (can’t speak)
  SQ hivemind, multiply (crawling hand swarm with throttle; 
  use stats for army ant swarm [Bestiary 16])
  Gear mwk full plate (gauntlets only)
  SPECIAL	ABILITIES
  Hivemind	(Su) The plague swarm maintains constant 
  telepathic communication with the one-handed wights 
  (see area G2) from whom they were severed as long as 
  they are on the same plane. These wights have an attitude 
  of helpful toward the swarm.
  Mark	Quarry	(Su) Upon dealing damage to a creature, the 
  crawling hand plague swarm can mark that creature as 
  its quarry as a free action. The swarm is always aware of 
  its quarry’s location as if under the effect of a continuous 
  locate creature spell, and the swarm’s swarm attack deals 
  an additional 1d6 blight damage to the quarry. The mark 
  quarry ability lasts until the quarry is slain, the swarm 
  marks a new quarry, or the swarm is dispersed.
  Reform	(Su) The crawling hand plague swarm can only be 
  permanently destroyed by first destroying the one-handed 
  wight troop in area G2 and then dispersing the plague 
  swarm within 60 feet of the troop’s remains. This causes 
  the crawling hands to reunite with their estranged bodies, 
  after which the intact bodies slowly disintegrate.
  Throttle	(Ex) A creature damaged by the plague swarm can’t 
  breathe, speak, or cast spells with verbal components for 
  1 round.
  F. GALLERY OF FLIES
  Fallowdeep’s overseer and architect Klrau reserved this 
  wing for himself, decorating it with the same hollow 
  grandiosity that his infernal patron Baalzebul enjoys 
  in Cocytus, the seventh layer of Hell. Delicately fluted 
  half-columns support vaulted ceilings decorated with 
  high-quality murals of lavish court scenes that have 
  weathered into stylish antiquity over the centuries. 
  Any movement stirs the dust gathered on the floor, 
  consisting of equal parts grime, powdered stone, and 
  flaking gold leaf. The halls are never quite silent, always 
  humming with the buzz of several of the thousands of 
  flying insects that infest this wing. The buzzing bugs 
  are merely a nuisance, but a pervasive one, and they are 
  supernaturally tenacious; even if shooed from an area or 
  obliterated entirely, the insects gradually return to any 
  room from which they’re evicted.
  40
  
  Except where noted, the ceilings here are 20 feet tall, 
  the doors are iron, and the susurrus of insects increases 
  the DCs of sound-based Perception checks by 5. Climbing 
  the smooth walls requires a DC 25 Climb check, although 
  the DC decreases to 20 when climbing the columns. The 
  rooms throughout the Gallery of Flies are dark.
  F1. The Grand Hall (CR 16)
  The ceiling of this large hall swoops high overhead, reaching a 
  height of fourty feet, and a second-story walkway circles the 
  hall about twenty feet from the ground. A spiral staircase set 
  into the northern wall leads to this second level. 
  Inscribed into the floor of this grand hall are weathered 
  passages written in Infernal, detailing dozens of victories 
  over angelic hosts and the training of Hell’s finest generals 
  (including the likes of Belial, Dispater, and Moloch). With 
  a successful DC 25 Knowledge (planes or religion) check, 
  a PC can identify these deeds as those of Baalzebul, the 
  Lord of the Seventh and so-called Lord of the Flies, so 
  named for having been transformed into an abomination 
  of swarming insects by Asmodeus. This check also allows 
  a PC to identify Baalzebul’s areas of concern as arrogance, 
  flies, and lies, and that he is infamous for demanding the 
  grandiosity and deference he believes he deserves.
  Trap: Any Small or larger creature that travels more than 
  30 feet into this hall without showing proper allegiance or 
  deference causes a host of summoned wasps to appear 
  near the ceiling and dive upon the trespasser and nearby 
  creatures. Proper allegiance involves openly wearing the 
  unholy symbol of one of the archdevils, or being a creature 
  with the devil subtype. Proper deference requires doffing 
  any items occupying the head slot and either crawling while 
  in this area or reciting obsequious praise of Baalzebul. 
  Uttering appropriate praise requires a successful DC 25 
  Bluff, Knowledge (religion), or Perform (oratory) check, and 
  each utterance protects that PC for 10 minutes. The trap 
  is difficult to disarm, in large part because its activation 
  mechanism is on the ceiling. 
  SCORN	OF	THE	SEVENTH	
  CR	16
  XP	76,800
  Type mechanical; Perception DC 25; Disable	Device DC 30
  EFFECTS
  Trigger visual (arcane eye); Reset automatic (5 minutes)
  Effect Atk +20 ranged (8d4 points of piercing damage plus 
  concentrated hellwasp poison); multiple targets (all targets 
  in a 20-ft. radius around a creature that doesn’t show the 
  proper allegiance or deference)
  Concentrated	Hellwasp	Poison	(Ex) injury; save Fort DC 23; 
  frequency 1/round for 6 rounds; effect 1d6 Dex damage; 
  cure 2 consecutive saves.
  Development: The furious buzzing of the triggered 
  trap attracts the attention of Ceto Malderra and her devil 
  allies in area F5, and they begin preparing for combat and 
  maneuvering to confront the PCs.
  F2. Feast Hall
  The two hardwood dining tables and many matched 
  chairs of various sizes are weakened with age and collapse 
  when any weight is placed upon them. Klrau maintained 
  this dining room for visiting dignitaries in need of 
  sustenance, and his magic readily created any necessary 
  food. A small pantry to the south stands empty. A staircase 
  to the north leads up to an upstairs apartment (area F8).
  F3. War Salon (CR 17)
  Three tables, including one that is much taller and better suited 
  for larger creatures, are the focal point of this room. Journals, 
  scrolls, maps, loose parchment scraps, ink vials, and reference 
  books cover the various surfaces.
  Two tables in this room are sized for Medium creatures, 
  while the third—and most heavily used—is sized for 
  Large creatures to use comfortably.
  Creature: Klrau’s canny power-grabs and dedication 
  to Baalzebul earned his patron’s favor, and the half-orc 
  leveraged his infernal influence to secure an advisor 
  worthy of his ambitions—the sly horned devil Iuphasti. 
  At first dismissive of any mortal’s capabilities, Iuphasti 
  learned a measure of respect for Klrau’s magical might 
  and favorable position in the Whispering Tyrant’s service. 
  However, this faint admiration soured once Klrau sealed 
  Fallowdeep to await the Whispering Tyrant’s return. 
  Years stretched into decades in which the half-orc lich 
  reluctantly waited rather than abandoning the facility to 
  pursue new opportunities. When Klrau at last crumbled 
  into a demilich, Iuphasti adopted this room as her own.
  Unlike the torpid Klrau, Iuphasti has ambitions that 
  are stronger than ever. She has meticulously planned 738 
  distinct stages (and 412 contingencies) of a decade-long 
  conquest of Golarion’s neighbor, the red planet Akiton. 
  If she can subjugate an entire world, she is certain that 
  she might become Hell’s next malebranche, one of that 
  plane’s diabolical generals. 
  The Whispering Tyrant’s arrival ruined more than a 
  century of careful analysis and scheming when he took 
  control of thousands of Fallowdeep’s undead soldiers, 
  redirected the facility’s portals, and sent that army to 
  Absalom. This perceived usurpation may have disrupted 
  her calculations, but Iuphasti believes she can recoup her 
  losses if she can just take control of Klrau’s remaining 
  forces and some of the undead created by the bickering 
  Aeonte and Moloum. But she also needs Lyanthari to 
  41
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  stand aside, which the daughter of Urgathoa has no 
  intention of doing.
  The PCs’ arrival adds new variables. Iuphasti knows the 
  PCs might be meddling heroes unwilling to view her as 
  anything other than a devil to slay, or they might serve the 
  horned devil’s purposes for a reasonable incentive. If the 
  PCs surprise Iuphasti, she is in the process of transferring 
  her extensive notes into several leather bags in the event 
  she has to leave quickly. If she hears the PCs causing 
  trouble elsewhere in the Gallery of Flies, Iuphasti uses 
  her crystal ball to spy on them. In any case, she is canny 
  and curious, presenting just enough menace to keep the 
  PCs off balance while inquiring about their reasons for 
  trespassing in Fallowdeep. If she feels confident that 
  the PCs want to keep the Whispering Tyrant 
  from gaining reinforcements, Iuphasti 
  cagily shares her own frustrations, 
  hoping to build sympathy before 
  suggesting that both parties 
  could profit if the PCs help her abscond with several 
  thousand undead soldiers. 
  Iuphasti’s terms are simple: the PCs must give her 
  Klrau’s unholy symbol from area F6 and neutralize 
  Lyanthari for at least several hours—long enough for 
  the devil to march the undead to area D2, reconfigure a 
  teleportation circle, and lead her army through. Although 
  it would be better, Iuphasti muses, for the PCs to simply 
  kill the daughter of Urgathoa, any solution that gets 
  Lyanthari out of Iuphasti’s way is acceptable. In return, 
  Iuphasti both robs the Whispering Tyrant of a large 
  portion of his expected army and gives the PCs a few 
  additional treasures for their trouble. If Moloum, Aeonte, 
  or both have also been destroyed, Iuphasti is free to steal 
  even more troops. 
  As far as the devil’s concerned, it’s a mutually 
  beneficial arrangement. In a way, that’s true. Denying the 
  Whispering Tyrant such a large force would dramatically 
  swing the balance of power. However, doing so would 
  come at the expense of Akiton. Even populated as it is 
  by seasoned survivors and warriors, that planet would 
  struggle to thwart a powerful devil leading 
  an undead army. A PC who 
  succeeds at a DC 25 Perception check can surreptitiously 
  review some of the documents in this area, and if the 
  PC can read Infernal or succeeds at a DC 25 Knowledge 
  (geography) or Linguistics check, they can study enough 
  42
  Iuphasti
  
  to infer Iuphasti’s plan. The devil downplays the impact 
  of a planetary invasion if confronted (it is, after all, so 
  very far from Golarion) and emphasizes how the bargain 
  would prove critical to ensuring Golarion’s own safety—a 
  noble sacrifice, and isn’t that what true heroism is about?
  IUPHASTI	
  CR	17
  XP	102,400
  Female advanced horned devil (Pathfinder RPG Bestiary 
  294, 76)
  hp 247
  OFFENSE
  Melee +2 unholy spear +29/+24/+19 (2d6+20 ×3/plus stun), 
  bite +24 (2d8+6), tail +24 (2d6+6 plus infernal wound)
  TACTICS
  Before	Combat If she predicts a meeting could result in 
  combat, Iuphasti casts magic circle against good and 
  summons barbed devil reinforcements to wait out of sight.
  During	Combat Iuphasti vindictively targets those who would 
  jeopardize her work.
  Morale If reduced to 50 or fewer hit points, Iuphasti teleports 
  away to heal and continue the fight later.
  STATISTICS
  Feats Improved Bull Rush, Improved Sunder, Improved Vital 
  Strike, Iron Will, Multiattack, Power Attack, Vital Strike, 
  Weapon Focus (spear)
  Gear +2 unholy spear, crystal ball with detect thoughts
  Treasure: The dozens of scrolls and journals here 
  include more than 4,000 pages of military plans, geological 
  survey data of Akiton’s surface, and ethnographic analysis 
  of the planet’s human, shobhad, ysoki, and ikeshti 
  populations, with an emphasis on enmities and cultural 
  weaknesses to exploit through political machinations. 
  It is doubtless one of the most complete analyses of 
  Akiton extant on Golarion, despite the texts’ nefarious 
  designs, and the whole collection is worth 5,000 gp to an 
  astronomer or planetary traveler.
  Development: Given all Iuphasti has to gain from the 
  PCs’ assistance, she operates in good faith but remains 
  wary of betrayal. Once she has Klrau’s unholy symbol, she 
  uses it and her authority as Baalzebul’s representative to 
  seize control of two profaned paladin troops (see page 31) 
  to serve as a bodyguards in case any of Fallowdeep’s other 
  powers move against her. After Lyanthari is neutralized, 
  Iuphasti activates hundreds more such troops from the 
  storage chambers east of the Gallery of Flies, marches 
  them to area D2, and departs as promised. Although the 
  teleportation circles can’t normally be reconfigured to reach 
  other planets, Iuphasti possesses the carefully researched 
  knowledge to allow them to teleport specifically to Akiton 
  (as interplanetary teleport [Pathfinder Campaign Setting Inner 
  Sea World Guide 295]). If the PCs try to stop Iuphasti at any 
  point in the process, she is likely to have several undead 
  troops defending her, greatly complicating any ambushes.
  If the PCs make the deal, Iuphasti gives them her crystal 
  ball with detect thoughts that she appropriated from Klrau, 
  considering it a fair payment for the PCs’ services.
  Assisting Iuphasti in her conquest of Akiton makes a 
  serious impression on Gildais, convincing him that even 
  if the PCs aren’t Tar-Baphon’s pawns, they are at least 
  amoral menaces.
  F4. Lounge (CR 17)
  Leather-upholstered chairs and delicate wooden tables make 
  this lounge seem more like part of an aristocrat’s manor or 
  exclusive club than a chamber deep beneath the earth. Velvet 
  curtains and a pair of fireplaces with crackling fires add to the 
  impression. Doors exit to the north, west, and south.
  Despite the passage of centuries, the furniture in 
  this lounge remains in serviceable shape—in large part 
  due to pests’ unwillingness to remain near the room’s 
  occupant. Klrau’s decision to include a comfortable 
  lounge like this largely stemmed from his expectation 
  that Fallowdeep would receive visitors, and the need 
  to seal it closed meant the finely appointed room saw 
  virtually no use before the gallery’s primary occupants 
  withdrew to their respective areas. In addition to several 
  couches, the room includes two nooks containing 
  fireplaces burning with continual flame that give off a 
  small amount of heat. A gaming table bears numerous 
  dusty board games and playing cards, and a dart board 
  hangs on one wall. 
  Creature: In the final years before Klrau’s undead 
  transformation, he was visited by a shinigami named 
  Aklaimastos. Aklaimastos sought to harvest Klrau’s soul, 
  but the powerful spellcaster instead bound the outsider 
  to serve as his minion. At first, Aklaimastos found 
  enough enjoyment in killing Klrau’s foes to not dwell 
  on the ignominious enslavement. After being sealed in 
  Fallowdeep, though, the shinigami wallowed in boredom. 
  By this point, Aklaimastos has mastered all of the games 
  kept in this room, having played thousands of rounds 
  of each, often playing both sides of a match. Iuphasti 
  occasionally comes here for a reprieve from planning, 
  but even she has learned that gaming with Aklaimastos 
  almost always ends in defeat.
  Aklaimastos is fairly inattentive and therefore unlikely 
  to overhear the PCs in nearby rooms. Upon noticing 
  visitors, the shinigami rises and stares at them quizzically. 
  Like others of its kind, Aklaimastos does not speak beyond 
  the rare rattling whisper, although it listens to what the 
  PCs might have to say. Aklaimastos might even challenge 
  the PCs to one of its favorite games here, but ultimately its 
  43
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  loathing of mortals overcomes any ephemeral curiosity, 
  causing it to attack. Aklaimastos fights to the death.
  AKLAIMASTOS	
  CR	17
  XP	102,400
  Shinigami (Pathfinder RPG Bestiary 3 244)
  hp 275
  Treasure: The numerous games in this room are very 
  rare, in many cases representing otherwise forgotten 
  diversions from the Age of Enthronement. However, 
  they’re so heavily used as to need numerous replacement 
  pieces, fresh paint, and intensive restoration work before 
  they would be worth selling—and even then would be 
  worth at most 250 gp. The dart board’s cork is crumbling 
  and utterly devastated from being pierced thousands of 
  times, and the six darts barely cling to the wood backing. 
  Five of these are masterwork darts, whereas the sixth is a 
  +5 mithral dart. 
  F5. The Seventh Throne (CR 17)
  Just as Baalzebul revels in the pomp that he believes he 
  deserves, his temple here is replete with once-luxurious 
  decorations that have suffered the passage of centuries. 
  Frescos crumble from the walls, casting fine white plaster 
  dust over the benches’ hole-ridden velvet cushions. The 
  powder makes it especially easy to spot the tracks of 
  various creatures who have walked into and out of the 
  area, particularly the room’s current occupants. A broad 
  balcony looks over this room, leading to the walkway 
  circling area F1. 
  This room is subject to an unhallow spell (CL 16th) 
  whose additional spell effect expired centuries ago. The 
  ceiling here is 40 feet high. A meticulously hidden door 
  (Perception DC 40) leads north to Klrau’s quarters (area 
  F6) and his vault (area F7).
  Creatures: The gallery’s most recent self-proclaimed 
  master is an old foe of the PCs: the disgraced knight Ceto 
  Malderra. In the event that the PCs killed her during 
  “Last Watch,” Ceto’s lingering rage and envy of how the 
  PCs’ actions and news robbed her of the triumph she 
  deserved animated her body as a graveknight. If the PCs 
  spared Ceto, she forsook Iomedae for denying her victory 
  and sought out a patron who would honor her many 
  sacrifices—and Asmodeus answered. After dragging 
  herself from Vigil, Ceto gazed upon her beleaguered 
  homeland and determined that if Lastwall had been so 
  blind as to overlook her righteous sacrifices in its name, 
  the nation deserves to burn. 
  Ceto quickly fell in with the Whispering Tyrant, 
  providing key intelligence and proving an invaluable 
  ally by rooting out several pockets of resistance. When 
  the Whispering Tyrant descended into Fallowdeep and 
  determined that Klrau was no longer able to manage 
  the army’s mobilization, he tasked Lyanthari with 
  overseeing the operation, with Ceto providing support. 
  The two undead felt an immediate dislike: Lyanthari 
  views the upstart graveknight as a usurper of the lich’s 
  favor, and Ceto is utterly disgusted with the daughter 
  of Urgathoa’s blatant obstructionism. Ceto has been 
  trying to establish control over Fallowdeep, a strategy 
  that puts her at odds with nearly everyone else present. 
  Fortunately, several of Klrau’s despondent minions 
  kowtowed to Ceto’s Asmodean authority, including two 
  barbed devils that consider themselves to be Ceto’s honor 
  guard and defend her to the death. The graveknight is in 
  the process of taking over the Gallery of Flies, and she is 
  undertaking ritual preparations around the temple’s altar 
  to re-consecrate the site in Asmodeus’s name.
  Ceto still remembers the PCs vividly, and seeing them 
  again causes her to snarl with barely-contained rage. It’s 
  likely that the confrontation comes to blows quickly; 
  if the PCs try to talk, the graveknight’s responses are 
  largely accusations, praise for the Whispering Tyrant, and 
  self-congratulation for having outgrown Lastwall.
  CETO	MALDERRA	
  CR	16
  XP	76,800
  Female human graveknight warpriest of Asmodeus 15 
  (Pathfinder RPG Bestiary 3 138, Pathfinder RPG Advanced 
  Class Guide 60)
  LE Medium undead (augmented humanoid)
  Init +5; Senses darkvision 60 ft.; Perception +12
  Aura sacrilegious aura (30 ft., DC 22)
  DEFENSE
  AC 29, touch 15, flat-footed 28 (+10 armor, +4 deflection, +1 
  Dex, +4 natural)
  hp 206 (15d8+135)
  Fort +20, Ref +12, Will +21
  Defensive	Abilities channel resistance +4, freedom of 
  movement, rejuvenation, sacred armor (+3, 15 minutes/
  day); DR 10/magic; Immune cold, electricity, fire, undead 
  traits; SR 27
  OFFENSE
  Speed 30 ft. (20 ft. in armor); air walk
  Melee +2 adamantine heavy mace +24/+19/+14 (2d6+14 
  plus 3d6 fire) or
  slam +20 (1d4+9)
  Ranged mwk composite longbow +15/+10/+5 (1d8+9/×3 
  plus 3d6 fire)
  Special	Attacks blessings 10/day (Fire: armor of flame, 
  fire strike; Trickery: double, greater invisibility), channel 
  destruction (3d6 fire), channel negative energy 5/day (DC 
  21, 5d6), devastating blast (10d6 fire, DC 22, 3/day), fervor 
  11/day (5d6), sacred weapon (2d6, +3, 15 rounds/day), 
  undead mastery (75 HD, DC 22)
  44
  
  Warpriest	Spells	Prepared (CL 15th; concentration +19)
  5th—flame strike (DC 19), righteous might, true seeing
  4th—air walk, blessing of fervorAPG (DC 18), dimensional 
  anchor, freedom of movement, spell immunity
  3rd—blindness/deafness (DC 17), dispel magic (2), 
  invisibility purge, remove curse, speak with dead (DC 17)
  2nd—align weapon, bull’s strength (2), darkness, death 
  knell (DC 16), resist energy
  1st—comprehend languages, divine favor (2), obscuring 
  mist, protection from good, shield of faith
  0 (at will)—bleed (DC 14), detect magic, guidance, 
  mending, virtue
  TACTICS
  Before	Combat If she expects trouble, Ceto casts air walk, 
  freedom of movement, and shield of faith on herself.
  During	Combat Ceto casts blessing of fervor on herself and 
  her devil allies, then uses her fervor ability to augment 
  her combat abilities and defenses with spells like bull’s 
  strength, righteous might, and resist energy. She favors 
  melee combat, especially against any PCs who particularly 
  embarrassed or damaged her during their confrontation in 
  Vigil, but uses her longbow or casts flame strike against 
  ranged foes if close-quarters combat isn’t an option. 
  Morale Ceto fights until destroyed.
  Base	Statistics	Without her spells,Ceto’s stats are AC 25, touch 
  11, flat-footed 24; CMD 29.
  STATISTICS
  Str 24, Dex 12, Con —, Int 10, Wis 19, Cha 20
  Base	Atk +11; CMB +18; CMD 33
  Feats Cleave, Dazzling Display, Deadly Stroke, Furious FocusAPG, 
  Great Cleave, Greater Weapon Focus (heavy mace), Improved 
  InitiativeB, Improved Vital Strike, Iron Will, Lunge, Mounted 
  CombatB, Persuasive, Power Attack, Quicken BlessingACG 
  (armor of flame), Ride-by AttackB, Shatter Defenses, 
  ToughnessB, Vital Strike, Weapon Focus (heavy mace)
  Skills Climb +9, Diplomacy +22, Intimidate +35, Perception 
  +12, Ride +12, Sense Motive +17, Swim +9; Racial	
  Modifiers +8 Intimidate, +8 Perception, +8 Ride
  Languages Common
  SQ graveknight armor, phantom mount, ruinous 
  revivification (fire)
  Combat	Gear potion of fly, potion of inflict serious wounds; 
  Other	Gear banded mail of luck, +2 adamantine heavy 
  mace, mwk composite longbow (+7 Str) with 20 arrows, 
  cloak of resistance +4, headband of alluring charisma 
  +6, silver unholy symbol of Asmodeus, 212 gp
  BARBED	DEVILS	(2)	
  CR	11
  XP	12,800	each
  hp 138 each (Pathfinder RPG Bestiary 72)
  Development: Eliminating Ceto removes one 
  of the contenders for control of Klrau’s army, 
  likely preventing it from joining the Whispering Tyrant 
  unless Lyanthari intervenes and wrests control.
  F6. Master’s Quarters (CR 17)
  By the time that Klrau began the construction of 
  Fallowdeep, he had already embraced undeath and had 
  little need for mortal conveniences. Even so, he insisted 
  on the majesty of personal quarters to which he could 
  retire and revel in his accomplishments. What was once a 
  lavish apartment complete with a soft sofa, a washstand, 
  two wardrobes, two chests, a standing mirror, and three 
  45
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  Ceto Malderra
  
  bookshelves stocked with a variety of reading material 
  has long since moldered into unkempt debris. Klrau’s 
  instinctive defense of the area using his 
  telekinetic storm ability has broken some 
  of the furniture and scattered much of 
  their contents throughout the room.
  A carefully concealed secret 
  door (Perception DC 30) leads east 
  to Klrau’s vault (area F7) and the 
  temple to Baalzebul (area F5).
  Hazard: This room is 
  protected by a lawful evil 
  forbiddance spell (CL 16th, 
  Will DC 23).
  Creatures: 
  Ever 
  ambitious 
  during his mortal life, the half-orc 
  Klrau Adleon recognized the 
  archdevil Baalzebul as a ruthless 
  kindred spirit who was likewise 
  maligned by his peers. Swearing himself 
  to the Lord of Flies, Klrau leveraged his 
  divine magic in a bid to rule his own River 
  Kingdom. Although the venture ultimately failed, 
  it fueled Klrau’s desire for authority and power, 
  and he found just the opportunity in service to the 
  Whispering Tyrant. Valued for his resourcefulness behind 
  the scenes, Klrau transformed himself into a lich and 
  earned the choice task of building (and ruling) Fallowdeep. 
  Seeing this as the starting point for his own realm, Klrau 
  tirelessly designed and directed the facility’s construction. 
  When he had to seal the site after the Whispering Tyrant’s 
  defeat, Klrau continued to create undead, plot out future 
  invasions with the devil Iuphasti, and mediate disputes 
  between his subordinates Moloum and Aeonte. 
  However, the monotony wore on him, and he slipped 
  into longer and longer periods of apathy. At last, his 
  undead body failed. Klrau has survived as a demilich 
  since, as even after his soul’s departure, his skull 
  maintains a considerable amount of his memories and 
  personality. When the Whispering Tyrant arrived days ago 
  and demanded Klrau mobilize the legions of Fallowdeep, 
  Klrau instead lashed out with telekinetic fury. Disgusted, 
  Tar-Baphon abandoned his old ally and delegated the 
  task to other lieutenants. 
  Klrau dozes beneath the detritus of his latest outburst, 
  which leaves him hidden from casual view. Much more 
  obvious is the shield guardian Klrau helped build in life, 
  an iron monstrosity that resembles a powerful devil and 
  hosts a swarm of fiendish insects. Exploring the room 
  for more than 1 round causes Klrau to awaken and chase 
  off intruders, calling on the golem to animate. Klrau flies 
  near the ceiling, quickly analyzes his foes, and casts devour 
  soul against a spellcaster. In subsequent rounds, he casts 
  greater bestow curse and wail of the banshee against his foes. 
  Klrau fights until destroyed.
  	KLRAU	ADLEON	
  CR	15
  XP	51,200
  LE advanced demilich (Pathfinder RPG Bestiary 3 
  290, 66)
  hp 202 
  SPECIAL	ABILITIES
  Desecrated Klrau transformed into a 
  lich at an altar of Baalzebul affected 
  by desecrate, which grants him an 
  additional 30 hit points (already 
  factored into his statistics).
  	INFERNAL	AEGIS	
  CR	15
  XP	51,200
  Variant iron golem shield 
  guardian (Pathfinder RPG 
  Bestiary 162, 158)
  hp 129; fast healing 5
  SPECIAL	ABILITIES
  Bonded	(Ex) Infernal Aegis 
  grants defensive benefits to Klrau as though the demilich 
  were wearing the shield guardian’s amulet. It is immune to 
  Klrau’s supernatural abilities (such as telekinetic storm), but 
  it lacks the spell storing ability.
  Breath	Weapon	(Su) As a free action once every 1d4+1 
  rounds, Infernal Aegis can exhale a hellwasp swarm 
  (Pathfinder RPG Bestiary 3 146) in an adjacent space. The 
  swarm acts immediately after the golem and remains 
  for 1d2 rounds before dissipating. This replaces the iron 
  golem’s breath weapon.
  Treasure: The once-carefully arranged treasures in 
  this room—including Klrau’s gear when he decayed 
  into a demilich—have long since been scattered by his 
  telekinetic storm ability. The thousands of pieces of 
  fine porcelain, torn pages of books, and shattered shield 
  guardian amulet are largely worthless now. However, his 
  slightly bent gold unholy symbol of Baalzebul (worth 100 
  gp) is still serviceable. Likewise, the PCs can recover the 
  +3 chain shirt and robe of fossils that Klrau was wearing as 
  a lich. The robe functions as a powerful robe of bones, but 
  its remaining embroidered figures include a mastodon 
  skeleton, a baluchitheriumB2 zombie, a dire bear plague 
  zombie, and an adult red dragon burning skeleton.
  Development: Temporarily destroying Klrau topples 
  a key leader in Fallowdeep, which provides the surviving 
  leaders greater autonomy and opportunity to mobilize 
  their own armies and join the Whispering Tyrant. If 
  the PCs utterly destroy Klrau, they likely impress the 
  winterwight Gildais, but in doing so also break the 
  46
  Klrau Adleon
  
  demilich’s control over many of the undead troops stored 
  in the deeper reaches of Fallowdeep. Unless the horned 
  devil Iuphasti can claim them with Klrau’s unholy symbol, 
  these troops gradually wander into the facility’s core, 
  where the PCs are likely to encounter numerous troops 
  as wandering profaned paladin troops (see page 31).
  F7. Vault
  Klrau preferred to store his valuables out of sight so that 
  others would not be tempted to steal his treasure. The 
  doors leading into areas F5 and F6 are easy to spot from 
  the connecting hallway, whereas the magically reinforced 
  stone door (hardness 16, hp 120, break DC 38) into the 
  vault is both concealed (Perception DC 30) and locked 
  (Disable Device DC 40). The key is long gone, part of the 
  shattered detritus in Klrau’s chamber.
  Hazard: The vault is protected by a lawful evil 
  forbiddance spell (CL 16th, Will DC 23).
  Treasure: This chamber is nearly empty, despite its 
  size and ample storage. Among the 24 sundry reference 
  books remaining is a hand-written ledger in which Klrau 
  recorded his many expenditures, tracking the vault’s 
  gradually diminishing inventory as he paid contractors, 
  bribed called outsiders (including scores of conjured 
  devils), and consumed material components for a variety of 
  powerful spells. The surviving treasures include a diamond 
  worth 5,000 gp, a large bag of onyx gems collectively worth 
  7,700 gp, a scroll of wind walk, and a fully charged staff of 
  divine necromancy. This variant staff of necromancy instead 
  contains the following spells: bestow curse (1 charge), 
  death knell (1 charge), deathwatch (1 charge), death ward 
  (2 charges), slay living (2 charges), and harm (3 charges). A 
  secret compartment (Perception DC 45) beneath one of the 
  shelves contains a scroll of miracle and a small pile of rust 
  and ash, which is all that remains of Klrau’s phylactery.
  F8. Spare Apartments
  Far less ornately decorated than the decaying decadence 
  of areas F5 and F6, these apartments contain the collapsed 
  remains of sundry beds, cabinets, and washstands.
  G. THE PETRIFIED HALLS
  Although these sprawling chambers began as empty 
  expanses but for the essential support columns, the 
  tireless artist Aeonte has partitioned each into macabre 
  galleries with walls of petrified creatures. While her 
  rival, the ghast Moloum, busied himself making a mess 
  of alchemical reagents and feeble theories, the medusa 
  Aeonte preserved bodies for the Whispering Tyrant 
  in the way she knew best: her petrifying gaze. Thanks 
  to her ability to reverse the process as needed, she has 
  stored thousands of creatures—both humanoid and 
  otherwise—that she can unfreeze, transform into undead, 
  or even reposition to suit her artistic sensibilities. So she 
  has continued for centuries, redesigning her extensive 
  lair and perfecting its many statues.
  Interior walls marked on the map in areas G1 and G4 
  represent partitions composed entirely of interconnected 
  petrified creatures of varying sizes (though most are 
  human soldiers and their mounts from the Shining 
  Crusade). These barriers are typically about 5 feet thick, yet 
  their porous nature makes them more fragile (hardness 8, 
  hp 450, break DC 35) and less sound absorbent, reducing 
  the DC modifier to hear through such a wall to +10. 
  Furthermore, the preponderance of handholds reduces 
  the Climb DC to scale the walls to 10. In general, treat 
  any individual statue here as though it had hit points 
  equal to twice the bonus hit points of a construct of its 
  size (Pathfinder RPG Bestiary 307)—minimum 5—or the hit 
  points of the base creature, whichever is greater.
  G1. Effigy Commons (CR 19)
  Like much of the Petrified Halls, the floor, ceiling, and 
  most of the partitions here are built out of interlocking 
  statues that Aeonte periodically rearranges. This reduces 
  the overhead clearance to only 10 feet, which is partly to 
  limit Moloum’s ability to use his massive siege necrocrafts 
  against her. The wide hall to the southwest leads to more 
  troop storage areas.
  Hazard: Aeonte is wise to those who would destroy 
  her statues indiscriminately, and she has included small 
  packets of specially formulated nightmare vapor poison 
  (Pathfinder RPG Core Rulebook 560) between various 
  statues. Each time a section of wall takes at least 50 points 
  of damage, there is a 50% chance that a nearby package of 
  nightmare vapor explodes in a 15-foot radius. This variant 
  poison affects undead, despite their normal immunity to 
  poison, but instead of its normal effect, it causes them 
  to become confused for 1d3 rounds (Will DC 20 negates). 
  Creatures: Expecting an attack, Aeonte often leaves 
  her lair in area G3 to watch over her area’s sole entrance. 
  She remains hidden in or behind her artwork, observing 
  intruders from hiding and questioning newcomers. She 
  avoids letting the PCs get a good look at her, melding 
  into a wall with earth glide or meld into stone as needed 
  to avoid notice. Her primary goals are assessing the 
  PCs’ loyalties and motivations while keeping them from 
  penetrating too far into her domain. If she believes that 
  the PCs might serve as agents, she explains whatever they 
  need to understand of Moloum’s crimes, his allegiance to 
  the Whispering Tyrant, his violations of academic ethics, 
  and more, to turn the PCs against the ghast and build 
  sympathy toward herself. She’s also quite comfortable 
  lying if doing so is to her advantage.
  Aeonte tries to convince the PCs to sabotage Moloum’s 
  operation. All she needs them to perform are three tasks. 
  47
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  First, she wants the PCs to introduce a contaminant into 
  Moloum’s supply of bodies (area E2). Second, she wants 
  the PCs to eliminate the ravenous fog that Moloum relies 
  upon to absorb angry souls (see Necromantic Pipes on 
  page 34). Finally, she wants her body back; it is currently 
  manacled to a table in area E5. As she explains, doing 
  this should cripple Moloum’s ability both to create more 
  undead and to activate the soldiers he already has. This 
  is mostly true, for he can still activate his soldiers, albeit 
  more slowly, and recovering the body is a self-serving 
  matter for Aeonte. What’s more, she omits that sabotaging 
  Moloum’s operation clears the way for her to mobilize her 
  own forces. If the PCs agree, Aeonte asks them to leave 
  and return in about 30 minutes, after which they find a 
  bag filled with the contaminant near this area’s entrance. 
  They should then return with her body, leave it here, and 
  depart. In exchange she offers them a hero of the Shining 
  Crusade to serve them as they see fit.
  If the PCs are particularly aggressive, or if they refuse 
  to work with Aeonte after she spells out her plan, she 
  glides to the western partition in this room and uses her 
  unpetrify legion ability to release a deathsnatcher and two 
  elite half-orc warriors from Tar-Baphon’s armies during 
  the Shining Crusade. These foes remain unpetrified for 
  1 minute and do their best to eliminate the PCs during 
  that time. Aeonte doesn’t participate in the fight, instead 
  retreating to warn her minions in the statue spire (area 
  G2) and stand her ground in area G3.
  DEATHSNATCHER	
  CR	18
  XP	153,600
  hp 313 (Pathfinder RPG Bestiary 6 81)
  BRUTAL	WARLORD	
  CR	12
  XP	19,200
  hp 141 (Pathfinder RPG NPC Codex 88)
  MAGE	SLAYER	
  CR	15
  XP	51,200
  hp 123 (Pathfinder RPG NPC Codex 155)
  Treasure: The deathsnatcher still wears a talisman of 
  pure good with 3 charges remaining that functions as a 
  holy symbol of Erastil. The deathsnatcher looted it from 
  the body of a cleric of Erastil.
  Development: If the PCs work with Aeonte, she allows 
  them a measure of freedom to move about her territory, 
  though her minions attack if they spot the PCs exploiting 
  the medusa’s hospitality. The hero of the Shining Crusade 
  Aeonte promises to the PCs is the gnome Zarzuket (see 
  area G3).
  The petrified soldier Karissa Drovenge is among the 
  statues here; a successful DC 25 Knowledge (local) or 
  Perception check is required to spot her modern military 
  regalia amid Aeonte’s collection. Putting Tsomar Trant to 
  rest requires returning the statue to the surface. Reversing 
  Karissa’s petrification may provide the PCs a capable ally 
  or cohort, but Tsomar can’t be put to rest while Karissa 
  remains within or beneath Hammer Rock.
  G2. The Statue Spire (CR 17)
  This cavern is one of the most spacious in Fallowdeep, 
  stretching nearly 100 feet in each dimension. Five pillars 
  of intertwined statues support the ceiling, with the larger 
  central pillar forming a fortified tower 30 feet across. A 
  trench along the room’s perimeter is 20 feet deep, with 
  a smooth stone bottom and statue-lined sides. Three 
  bridges arch across the trench from three exits (leading 
  to areas G1, G3, and G4), intersecting at the central pillar.
  Creatures: Although apparently empty at first glance, 
  this chamber is home to numerous creatures. The 
  permanent occupants are a pair of gargoyles loyal to 
  Aeonte and the demon lord Xoveron. They are hungry but 
  patient and virtually ageless; they are concealed among 
  the statues that make up the central pillar. Within the 
  trench are dozens of wights loyal to Aeonte, each missing 
  a left hand following a tense bet she won against Moloum 
  long ago. As the winner, she was supposed to take the 
  lion’s share of these former crusaders, with Moloum only 
  taking a small fraction of the group. He instead took his 
  fraction in the form of their hands, which he animated as 
  a plague swarm (see area E7). The wights lurk within the 
  trench, where they hide along the uneven walls.
  Aeonte might watch the combat from a safe hiding 
  place, though she participates with the occasional spell 
  only as opportunity allows.
  GARGOYLE	WARDENS	(2)	
  CR	14
  XP	38,400	each
  Gargoyle barbarian (hurler) 10 (Pathfinder RPG Bestiary 137, 
  Pathfinder RPG Advanced Player’s Guide 78)
  CE Medium monstrous humanoid (earth)
  Init +7; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 23, touch 11, flat-footed 20 (+8 armor, +3 Dex, +4 natural, 
  –2 rage)
  hp 222 each (15 HD; 5d10+10d12+130)
  Fort +15, Ref +10, Will +10
  Defensive	Abilities improved uncanny dodge, trap sense +3; 
  DR 10/magic, 2/—
  OFFENSE
  Speed 40 ft. (30 ft. in armor), fly 60 ft. (average)
  Melee bite +23 (1d4+8), 2 claws +23 (1d6+8), gore +23 
  (1d4+8)
  Ranged hurled statue +18 touch (3d6+7, DC 22)
  Special	Attacks rage (27 rounds/day), rage powers (lesser 
  48
  
  hurlingAPG, hurlingAPG, knockback, strength surge +10, 
  unexpected strike)
  TACTICS
  During	Combat One gargoyle charges at a target on the 
  ground and attempts to knock that foe into the trench by 
  using its knockback and strength surge rage powers. The 
  other hurls a statue at the smallest foe before joining the 
  melee. The gargoyles thereafter fight with their natural 
  attacks, pushing foes toward other foes (such as the wight 
  troop) or over the bridge into the trench.
  Morale The gargoyles fight to the death.
  Base	Statistics When not raging, the gargoyle’s statistics are 
  AC 25, touch 13, flat-footed 22; hp 192; Fort +13, Will +8; 
  Melee bite +21 (1d4+6), 2 claws +21 (1d6+6), gore +21 
  (1d4+6); Ranged no attack; Str 20, Con 20; CMB +20 (+24 
  bull rush).
  STATISTICS
  Str 24, Dex 16, Con 24, Int 8, Wis 12, Cha 5
  Base	Atk +15; CMB +22 (+26 bull rush); CMD 33 (35 vs. 
  bull rush)
  Feats Greater Bull Rush, Hover, Improved Bull Rush, Improved 
  Initiative, Power Attack, Skill Focus (Fly), Skill Focus 
  (Stealth), Toughness
  Skills Fly +19, Perception +19, Stealth +26 (+32 in stony 
  areas), Survival +9; Racial	Modifiers +2 Stealth, +6 Stealth 
  in stony areas
  Languages Common, Terran
  SQ freeze, skilled thrower
  Gear +2 breastplate, amulet of mighty fists +1
  ONE-HANDED	WIGHT	TROOP	
  CR	14
  XP	38,400
  LE Medium undead (troop)
  Init +1; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 27, touch 12, flat-footed 25 (+9 armor, +1 Dex, +1 dodge, 
  +6 natural)
  hp 152 (16d8+80)
  Fort +10, Ref +8, Will +12
  Defensive	Abilities troop traits; Immune undead traits
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee troop (4d6+1 plus energy drain)
  Space 20 ft.; Reach 5 ft. 
  Special	Attacks create spawn, energy drain (2 levels, DC 23)
  TACTICS
  During	Combat The troop has no problem scrambling out of 
  the trench onto the bridges, despite having only one hand. 
  It attempts to reach as many living creatures as possible 
  with its troop attack.
  Morale The troop fights until destroyed.
  STATISTICS
  Str 12, Dex 13, Con —, Int 11, Wis 15, Cha 20
  Base	Atk +12; CMB +13; CMD 25 (can’t be tripped)
  Feats Blind-Fight, Dodge, Heavy Armor Proficiency, Improved 
  Lightning Reflexes, Light Armor Proficiency, Lightning 
  Reflexes, Medium Armor Proficiency, Skill Focus (Perception)
  Skills Climb +11, Intimidate +16, Perception +27, Sense 
  Motive +13, Stealth +23; Racial	Modifiers –4 Climb, 
  +8 Stealth
  Gear mwk full plate (each missing one gauntlet)
  G3. Flooded Depths (CR 16)
  Aeonte’s ongoing excavations and renovations broke 
  into the permeable stone of Lastwall’s aquifer, which has 
  caused this portion of the Petrified Halls to flood. The 
  tunnels into this chamber descend at approximately a 
  30-degree angle, approaching the aquifer. Here water 
  wells up, forming a subterranean pool and an island 
  composed entirely of petrified creatures, upon which 
  stand some of Aeonte’s favorites. The pool is 15 feet 
  deep. The expansive ceiling is supported largely by the 
  sinuous body of an immense sea serpent that forms one 
  unbroken arch.
  Creatures: This is Aeonte’s preferred sanctuary, 
  providing her privacy as well as the company of many 
  of her favorite petrified victims. Against any serious 
  assault on the Petrified Halls, she performs a fighting 
  retreat to this point, where she spends 3 uses of mythic 
  power to unpetrify her favorite piece: the cetus that 
  arches across the ceiling and helps support the cavern. 
  Doing so without having assembled additional columns 
  causes portions of the ceiling to crack and collapse 
  (see the Development), though the room does not cave 
  in completely.
  Directly descended from one of Golarion’s first 
  medusas, Aeonte departed the distant archipelago of 
  Iblydos more than a millennium ago after hearing 
  the call of the demon lord Xoveron. She uncovered his 
  dire omens within Avistani ruins and in the wake of 
  Tar-Baphon’s conquests, but as she weakened with age, 
  she accepted undeath willingly to continue her art and 
  pursue her prophecies. Fallowdeep now bores her, and 
  the prospect of aiding Tar-Baphon in bringing ruin to 
  the world delights her.
  The cetus defends Aeonte, using quickened control 
  water to raise the water level by 10 feet and then biting 
  and swallowing the combatant that seems to pose Aeonte 
  the greatest risk. It tries to stay at least 30 feet away from 
  Aeonte or avert its eyes from her, as it’s aware of its 
  vulnerability to petrification. If the cetus is petrified with 
  a swallowed creature, that creature is utterly immobilized 
  and cannot breathe until the cetus is unpetrified, its stone 
  form is smashed apart, or the creature trapped within it 
  escapes by magical or other extraordinary means. The 
  cetus fights to the death.
  49
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  AEONTE	
  CR	15/MR	3
  XP	51,200
  Female mythic medusa penanggalen oracle 9 (Pathfinder RPG 
  Mythic Adventures 209, Pathfinder RPG Bestiary 3 216, 
  Pathfinder RPG Advanced Player’s Guide 42)
  NE Medium undead (augmented monstrous humanoid, mythic)
  Init +12; Senses darkvision 60 ft.; Perception +36
  DEFENSE
  AC 34, touch 18, flat-footed 26 (+8 Dex, +16 natural)
  hp 294 (18d8+204); fast healing 5
  Fort +16, Ref +19, Will +16
  Defensive	Abilities all-around vision, channel resistance +4, 
  freedom of movement; DR 10/epic, silver, and slashing; 
  Immune undead traits; Resist acid 10, cold 10, fire 10
  Weaknesses light sensitivity, penanggalen weaknesses
  OFFENSE
  Speed fly 60 ft. (good)
  Melee bite +23 (1d6+8 plus disease), slam +23 (1d4+8 plus 
  grab and wither), 2 snake bites +23 (1d6+8 plus poison)
  Ranged +1 merciful composite longbow +24/+19/+14 
  (1d8+3 ×3/nonlethal plus 1d6 nonlethal and poison)
  Space 5 ft.; Reach 5 ft. (10 ft. with snake bite)
  Special	Attacks blood drain (1d4 Con), create spawn, 
  disease (filth fever, DC 29), mythic power (5/day, surge 
  +1d6), petrifying gaze (DC 24), poison weapons, unpetrify, 
  wither (DC 29)
  Oracle	Spells	Known (CL 9th; concentration +19)
  4th (6/day)—control water, freedom of movement, inflict 
  critical wounds (DC 24), wall of stone
  3rd (8/day)—animate dead, inflict serious wounds (DC 23), 
  invisibility purge, meld into stone, stone shape
  2nd (9/day)—eagle’s splendor, hold person (DC 22), inflict 
  moderate wounds (DC 22), make whole, resist energy, 
  stone callAPG
  1st (9/day)—command (DC 21), deathwatch, divine favor, 
  hide from undead (DC 21), inflict light wounds (DC 21), 
  magic stone, restore corpseUM
  0 (at will)—bleed (DC 20), create water, detect 
  magic, detect poison, guidance, light, mending, 
  read magic
  Mystery	Stone
  TACTICS
  Before	Combat Aeonte casts eagle’s splendor, freedom of 
  movement, and invisibility purge. She also casts resist 
  energy against any energy types she’s seen the PCs use 
  (this is not reflected in her statistics).
  During	Combat Aeonte prefers to fight from above, 
  striking with her snakes and using her gaze to petrify her 
  opponents. She descends to bludgeon softer targets.
  Morale Once her cetus is defeated and she is reduced to 75 
  hit points or fewer, Aeonte uses her earth glide ability to 
  flee Fallowdeep.
  Base	Statistics Without her spells, Aeonte’s stats are hp 248; 
  Fort +14; Cha 26; Skills Bluff +30, Disguise +20, Intimidate 
  +23. Reduce the save DCs of her spells and abilities by 2.
  STATISTICS
  Str 14, Dex 26, Con —, Int 18, Wis 19, Cha 30
  Base	Atk +15; CMB +17 (+21 grapple); CMD 35
  Feats Combat Reflexes, Deadly Aim, Eschew Materials, Extra 
  Mythic PowerM, Improved Initiative, Improved Precise Shot, 
  Point-Blank Shot, Precise Shot, Weapon FinesseM
  Skills Appraise +15, Bluff +32, Craft (sculpture) +13, 
  Disguise +22, Fly +27, Intimidate +25, Knowledge 
  (dungeoneering) +15, Knowledge (history, planes, 
  religion) +18, Perception +36, Sense Motive +27, 
  Spellcraft +15, Stealth +30, Swim +10; Racial	Modifiers +8 
  Bluff, +8 Fly, +12 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common, Dwarven, Iblydan, Orc, Terran
  50
  Aeonte
  
  SQ oracle’s curse (tongues [Abyssal, Terran]), revelations (acid 
  skin, crystal sight, earth glide), separate
  Combat	Gear scroll of sending (2); Other	Gear +1 merciful 
  composite longbow (+2 Str) with 60 arrows
  SPECIAL	ABILITIES
  Poison	(Ex) Snake bite; save Fort DC 24; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 2 consecutive 
  saves. The save DC is Charisma-based.
  Separated Until she recovers her body, Aeonte is unable to 
  attack with her longbow.
  Unpetrify	Legions	(Su) Aeonte can return a petrified creature 
  to life (as if using stone to flesh) for 1 minute; this process 
  takes 3 rounds of concentration while in contact with the 
  creature, though Aeonte can perform this as a standard 
  action on a creature within 30 feet by expending one use 
  of mythic power. The creature is under her control (as if 
  using dominate monster) and reverts to a statue at the end 
  of this time. If Aeonte expends an additional use of mythic 
  power, she can unpetrify up to three creatures within range 
  simultaneously, or if she expends three uses of mythic 
  power, the creature remains unpetrified for 24 hours 
  instead of 1 minute. This ability modifies a mythic medusa’s 
  unpetrify ability and replaces the summon snake ability.
  CETUS	
  CR	13
  XP	25,600
  hp 184 (Pathfinder RPG Bestiary 5 54)
  Treasure: Aeonte maintains a collection of rare gems 
  and dusts, the latter kept in dozens of crystalline vials. 
  Among these are a ruby worth 1,100 gp, diamond dust 
  worth 3,000 gp, a star sapphire engraved with celestial 
  symbols worth 3,500 gp, and a flask of ashes from the 
  cremated Iblydan hero-god Rhotkare. 
  Development: With Aeonte defeated, Moloum (if 
  he survives) is free to mobilize his forces and join the 
  Whispering Tyrant. If Aeonte flees, she is unlikely to 
  return for the duration of the adventure, though she is 
  likely to inspect the wreckage later and recover what she 
  can—particularly her body.
  The most notable statue among those on the island 
  is the gnome Zarzuket (CN male gnome barbarian 14; 
  use statistics for the Arcane Experimenter on page 19 
  of Pathfinder RPG NPC Codex), an impulsive warrior 
  who joined the Shining Crusade on a lark. Zarzuket 
  volunteered for a dangerous mission accompanying a 
  strike team into the Whispering Tyrant’s domain. When 
  the mission went badly awry, he looted the corpse of the 
  mission’s commander (including her holy avenger) and 
  fled. Before the reckless gnome could get far, however, 
  he fell victim to Aeonte’s petrifying gaze. In the past few 
  centuries, Aeonte has awoken Zarzuket at least a hundred 
  times, usually just to relocate him or to have him tell tall 
  tales of his martial exploits. Aeonte has little reason to 
  believe half of the gnome’s claims, including that the holy 
  avenger in his possession is actually his, but she is willing 
  to use the amusing warrior as a bargaining chip for the 
  PCs’ assistance. 
  If he joins the PCs, Zarzuket plays the part of a grim 
  paladin of the Shining Crusade, using his Use Magic 
  Device skill to wield the holy avenger and assist the PCs. 
  However, Zarzuket’s primary goal is to escape Fallowdeep 
  with as much loot as he can manage, and he has no 
  compunction against abandoning the PCs during a 
  difficult fight or even stealing from them. With a little 
  care, Zarzuket could serve as a replacement PC.
  G4. Archive of Stone (CR 16)
  Aeonte stores some of her more extraordinary specimens 
  in this room, including a wide array of magical beasts and 
  aberrations such as a gugB2, a jotund trollB3 named Targinto, 
  a purple worm, and an advanced vanth psychopomp 
  named Kwinol (Pathfinder RPG Bestiary 4 221). To better 
  review and access the statues here, Aeonte has positioned 
  them to hang from the ceiling and rise from the floor in 
  undulating sections about 10 feet wide and 10 feet tall. This 
  arrangement creates a labyrinthine series of trenches and 
  shelves that leave about 15 feet of clearance between the two 
  surfaces. The floor in this room is difficult terrain.
  If freed from their petrification, the gug and the purple 
  worm simply attack any nearby creatures, smashing 
  through the statuary in a desperate bid to escape. Targinto 
  the troll is likely to behave similarly, although a PC who 
  speaks Giant and who succeeds at a DC 23 Diplomacy or 
  Intimidate check can calm the troll enough to suggest 
  actions to him (such as to destroy specific areas or to 
  point him toward the surface). Kwinol instead assumes 
  a defensive stance and demands an explanation; she is 
  put at ease if the PCs convey a desire to destroy undead. 
  She is willing to help the PCs fight for a time, though 
  she elects to withdraw and report back to the Boneyard if 
  she’s regularly outclassed by the opposition.
  Creature: The undead remains of a guardian naga 
  patrol the archive, as easily creeping through the trenches 
  as clinging to the ceiling alcoves. It attempts to ambush 
  intruders with waves of exhaustion, then snatches a victim 
  to drag away and crush to death. The hollow serpent 
  fights until destroyed. 
  HOLLOW	SERPENT	
  CR	16
  XP	76,800
  hp 230 (Pathfinder RPG Bestiary 3 149)
  Development: Animating the creatures here to 
  devastate some of Aeonte’s collection helps fulfill any 
  obligation the PCs may have to her rival Moloum.
  51
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  PART 3:  
  THE CAIRNLAND FLAMES
  Once the PCs have defeated Lyanthari and her attendants 
  or otherwise secured the teleportation circles in Fallowdeep, 
  they can freely travel to the Cairnlands and strike the 
  Whispering Tyrant’s partial forces. The political situation 
  in Fallowdeep when the PCs leave is likely very different 
  from when they arrived, but, in general, each of the three 
  key leaders (Moloum Cactoa, Cero Malderra, and Aeonte) 
  the PCs did not destroy or neutralize eventually mobilizes 
  their forces to join the Whispering Tyrant’s horde. 
  Neither of the teleportation circles that lead to the 
  Cairnlands deliver the PCs directly to the Whispering 
  Tyrant; as the lich awaits his further forces, troops from 
  Absalom and surrounding nations have been pressing for 
  an advantage. The battle lines are therefore in constant 
  flux. Even destroying the teleportation circles is unlikely to 
  stop these armies altogether, as Tar-Baphon can grudgingly 
  teleport back to Fallowdeep to create a new one once an 
  ally apprises him of this development. His new teleportation 
  circles funnel troops nearer to his waiting horde.
  When the PCs use the teleportation circles, they arrive in a 
  rocky depression about 20 miles northeast of Absalom in 
  the Cairnlands. Several hundred feet away, a cohort of the 
  city’s First Guard is destroying the last of a ghoul horde 
  and moving to take cover behind some of the Cairnlands’ 
  many fortifications from millennia of failed sieges. The 
  PCs can readily flag down these soldiers or make their 
  way to Absalom by other means, but Tar-Baphon’s main 
  force to the north is already considerable, with little 
  indication of which part the PCs could attack unaided. 
  Many of Tar-Baphon’s forces are hiding in the deep 
  Immenwood, which borders the Cairnlands to the north, 
  preventing easy scouting.
  Although the soldiers of the city’s First Guard at first 
  assume the PCs are looters or reckless adventurers, they 
  soon recognize the PCs’ importance and role in Lastwall 
  from surviving Knights of Ozem who have reached the 
  city—particularly if the PCs convinced Watcher-Lord 
  Ulthun II to turn back from Ustalav. The PCs receive the 
  attention of numerous high-ranking field commanders 
  eager for news from Lastwall, information about 
  Tar-Baphon’s reinforcements, and the PCs’ exploits in 
  general. Captain of the First Guard Rothos of House 
  Vastille meets personally with the PCs. He informs the PCs 
  that Absalom has received some reinforcements, famous 
  heroes, and seasoned commanders from across the Inner 
  Sea region, but he’s not sure whether even this additional 
  aid is sufficient to counter the Whispering Tyrant’s horde. 
  Once he learns that the PCs either cut off the lich’s 
  reinforcements or have a special means of defeating the 
  Whispering Tyrant, Rothos insists the PCs join him for 
  a meeting with the commander of reinforcements from 
  the Five Kings Mountains, Erga Sweirhall (LG female 
  dwarf paladin 17) and leader of the reinforcements from 
  Osirion, Yesel of Sothis (N male ranger 16).
  The trio listens to the PCs’ report with interest, 
  though Rothos pushes the PCs to focus on elements 
  directly related to the Whispering Tyrant’s allies and 
  resources. It’s clear to these leaders that the PCs are 
  highly capable combatants who could eliminate key 
  lieutenants and siege weapons in the lich’s army. These 
  tasks might normally fall to elite agents such as those 
  in the Pathfinder Society, but most of the Pathfinder 
  Society departed for Gallowgarden to eliminate another 
  of the Whispering Tyrant’s tools. However, the potential 
  to invert the Radiant Fire and deny the lich the weapon 
  intrigues Rothos in particular, even as he doubts that the 
  lich would ever employ the weapon here; whereas the 
  lich devastated other cities, he has not used the weapon 
  on Absalom yet (Absalom’s leaders think this is because 
  he wants to avoid damaging the Starstone Cathedral). 
  Yesel counters this, citing years of hunting the undead 
  and knowing that even the most coldly calculating ones 
  can be taunted; the Whispering Tyrant might be goaded 
  into using the Radiant Fire. Erga objects, noting that the 
  Radiant Fire’s blast could wipe out untold numbers of 
  Absalom’s defenders—and civilians in the city itself, if 
  the Whispering Tyrant were to advance. She insists that 
  any ploy to spur the Whispering Tyrant into using the 
  Radiant Fire must be made soon.
  So long as the PCs agree, Erga and Yesel volunteer to put 
  pressure on the eastern wing of the Whispering Tyrant’s 
  forces, whereas the First Guard will sally against the center 
  and the west flank to keep the lich from committing 
  himself to any one front. In turn, the PCs must strike key 
  objectives and insurmountable foes that would otherwise 
  break the defenders—all the while making it clear that 
  they’re the ones causing the Whispering Tyrant such 
  grief. Even if the PCs aren’t willing to directly taunt the 
  Whispering Tyrant into using the Radiant Fire, there isn’t 
  anyone else to confront the Whispering Tyrant’s most 
  powerful agents, and doing so is likely to infuriate the 
  lich anyway.
  In general, this part of “Midwives to Death” consists 
  of the PCs eliminating high-priority targets against a 
  backdrop of Absalom’s larger counterattack. Any allies the 
  PCs have recruited earlier (such as Gildais) either fight 
  alongside Absalom’s defenders or operate independently 
  until the final encounter with the Whispering Tyrant (see 
  Flash Point 5). The PCs don’t have a lot of time to spare; 
  each Flash Point encounter takes place within a few hours 
  of the preceding one, but Absalom’s forces can push back 
  the Whispering Tyrant’s horde enough for the PCs to rest 
  52
  
  once during the Flash Point encounters and again before 
  the final encounter. 
  Story Award: Award the PCs 51,200 XP for each of the 
  armies they neutralized in Fallowdeep (to a maximum of 
  153,600 XP).
  TaunTing The TyRanT
  So long as the Whispering Tyrant survives, Absalom is in 
  danger. He is a devastating foe who surrounds himself 
  with numerous bodyguards, making a direct assault 
  extremely difficult. The PCs can eliminate the lich and 
  a large portion of his army at once if they can convince 
  Tar-Baphon to use the Radiant Fire against them. Yet he’s 
  no fool. If he’s to use one of his greatest weapons against 
  the likes of the PCs, they have to provoke him, repeatedly 
  demonstrating that they’re worth the trouble. Tracking 
  this provocation takes the form of Frustration, with the 
  lich becoming increasingly vexed and reactionary as the 
  Frustration total increases. The PCs’ actions in Fallowdeep 
  and the Cairnlands increase the Frustration total.
  Frustrations of Fallowdeep: Frustration starts at 0, 
  plus 1 for each of the three Fallowdeep armies that the 
  PCs neutralized or destroyed. Increase Frustration by an 
  additional 1 if Gildais allies with the PCs and travels to 
  the Cairnlands.
  Mockery: The Whispering Tyrant vigilantly observes 
  his forces and those who defy them. After the PCs defeat a 
  Flash Point encounter, they can attempt a DC 30 Bluff or 
  Intimidate check—or, if acceptable to the GM, a relevant 
  Craft or Perform check—to mock the Whispering 
  Tyrant from afar or otherwise leave a goading tribute 
  to their growing infamy. If this skill check successful, 
  increase Frustration level by 1. The PCs can only increase 
  Frustration in this way once per encounter, but this 
  Frustration is in addition to any Frustration awarded by 
  defeating the Flash Point encounter.
  The TyRanT ReaCTs
  The following events take place once Frustration reaches 
  the indicated totals.
  6 Frustration: Once the PCs reach this level, the 
  Whispering Tyrant identifies them as major nuisances 
  and decides to strike back between Flash Point encounters. 
  The lich studies the PCs from afar to choose a likely target, 
  casts true strike and moves within 1,200 feet, then uses his 
  greater reach metamagic rod to cast mythic empowered 
  reach disintegrate (Atk +35 touch; 60d6 × 150% plus 1d4 
  Con damage × 150%, Fortitude DC 29 partial) with two 
  uses of mythic power to obliterate the PC if the PC fails 
  the saving throw. The Whispering Tyrant immediately 
  withdraws after that, but if the PC survives, the display of 
  resilience increases Tar-Baphon’s Frustration by 1.
  8 Frustration: Trigger Flash Point 4. 
  11 Frustration (or if the PCs have defeated all Flash Point 
  encounters other than Flash Point 5): Trigger Flash Point 5.
  FLASH POINT 1: COLOSSUS (CR 17)
  This encounter begins whenever the PCs are ready to 
  help the defenders. The First Guard has identified a 
  towering enemy lurking just behind a wide hill topped 
  with a partially-buried siege castle. Rothos asks the PCs to 
  confront it before it lumbers forth to destroy the defenders.
  Creature: The Whispering Tyrant may be the true threat 
  to Absalom, but the most powerful combatant the First 
  Guard has seen so far is this towering colossus composed 
  of hundreds of corpses pulled from the shallow graves 
  in the Cairnlands. The soldiers have nicknamed this 
  colossus the Cairn King. Destroying it would uplift 
  the city’s defenders’ spirits and send a clear message of 
  defiance to Tar-Baphon. The Cairn King has been ordered 
  to stay put until the Whispering Tyrant directs it to attack, 
  but it nevertheless responds with violence if it is attacked. 
  The Cairn King fights until destroyed.
  THE	CAIRN	KING	
  CR	17/MR	6
  XP	102,400
  Giant flesh colossus (Pathfinder RPG Bestiary 4 289, 35)
  hp 244
  Frustration: Destroying the Cairn King increases 
  Frustration by 1.
  FLASH POINT 2: SHARD SPY (CR 18)
  About an hour after Flash Point 1, First Guard scouts 
  provide desperate reports of a shadowy giant leading a 
  group of undead out of the Immenwood. The forces look 
  poised to outflank one of Rothos’s sallying forces. By the 
  time the PCs arrive, the undead have left the Immenwood 
  and are marching through the hilly Cairnlands.
  Creatures: A nightwalker leads a force of undead 
  soldiers, sweeping east in an apparent attempt to 
  outflank the defenders. Although this would be a small 
  victory for the undead, their true objective is to capture a 
  higher-ranking soldier to use in infiltrating Absalom. An 
  ecorche marches with the troop disguised as a First Guard 
  soldier wearing a blood-soaked uniform, to better blend 
  in with the surrounding undead. The ecorche’s mission 
  is to enter the city with a shard of the Shattered Shield of 
  Arnisant that it carries. Even though Tar-Baphon prefers 
  not to use the Radiant Fire directly against the city, he 
  wants to have the option in place if it becomes necessary.
  When confronted by opposition as powerful as the PCs, 
  the nightwalker and the profaned paladin troop charge 
  at their foes while the ecorche attempts to sneak around 
  the battle and harry the PCs, hoping to steal the skin of a 
  fallen PC to complete its mission. 
  53
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  ECORCHE	
  CR	16
  XP	76,800	
  hp 209 (Pathfinder RPG Bestiary 3 109)
  Gear fragment of the Shattered Shield of Arnisant
  NIGHTWALKER	
  CR	16
  XP	76,800	
  hp 241 (Pathfinder RPG Bestiary 2 201)
  PROFANED	PALADIN	TROOP	
  CR	13
  XP	25,600
  hp 190 (see page 31)
  Variable	Genesis unholy ward
   
  Development: If the PCs don’t think to do so 
  themselves, their military allies encourage them to use 
  the shard to taunt the Whispering Tyrant into using 
  the Radiant Fire. A PC who makes her ownership of the 
  shard known gains a +5 bonus on skill checks to mock the 
  Whispering Tyrant from afar. 
  Frustration: 
  Defeating 
  the 
  ecorche 
  increases 
  Tar-Baphon’s Frustration by 1.
  FLASH POINT 3: BURROWING DEATH (CR 18)
  This encounter takes place after the PCs complete Flash 
  Point 2 if they have not increased the Frustration level 
  to 8 or higher (or after Flash Point 4 if the Frustration 
  has not reached 11 or higher). As a result, PCs who 
  accumulate Frustration quickly might skip this 
  encounter entirely.
  Creature: The Whispering Tyrant’s explosive escape 
  from Gallowspire attracted the attention of a frightful 
  nightcrawler nightshade. Although the nightcrawler 
  doesn’t formally serve Tar-Baphon, it is drawn by the 
  sinkhole of negative energy that the Whispering Tyrant’s 
  horde represents, and it takes to the field to destroy 
  the living. The nightcrawler bursts from beneath a unit 
  of Absalom’s defenders while the PCs are nearby. The 
  creature uses a quickened cone of cold and mass hold 
  monster, then swallows as many foes as it can. If reduced 
  to fewer than 50 hit points, the nightcrawler burrows into 
  the ground to flee.
  If one or more profaned paladin troops would be 
  included in this encounter, the nightcrawler times its 
  arrival for when the PCs first clash with the troops.
  NIGHTCRAWLER	
  CR	18
  XP	153,600
  hp 312 (Pathfinder RPG Bestiary 2 200)
  Frustration: Defeating or driving off the nightcrawler 
  increases Tar-Baphon’s Frustration by 2.
  SUN SCARAB’S KEEP
  1 SQUARE = 5 FEET
  O FEET
  +2O FEET
  +25 FEET
  +50 FEET
  +75 FEET
  +100 FEET
  54
  
  FLASH POINT 4: NARAGA’S REVENGE (CR 19)
  This event triggers once Tar-Baphon’s Frustration 
  level reaches 8, and it can take place anywhere in the 
  Cairnlands. The PCs receive word that they’re needed to 
  destroy a siege necrocraft that’s devastating Absalom’s 
  own siege weapons.
  Creatures: Although the necrocraft and its death priest 
  handler represent genuine targets, the Whispering Tyrant 
  spots the PCs’ approach. Thoroughly vexed, he transforms 
  his Horns of Naraga (Pathfinder RPG Ultimate Equipment 338) 
  into a black dragon and sends it toward the PCs with a 
  powerful gallowdead astride its back. The Whispering 
  Tyrant almost never gives Naraga free rein like this; he 
  considers reconstituting her as a living dragon, even 
  temporarily, to be too much of a kindness. The gallowdead 
  is not only instructed to fight with Naraga, but also to see 
  to it that she doesn’t get far from the Whispering Tyrant. 
  Other than perhaps casting reach greater dispel magic 
  against a promising target, the Whispering Tyrant departs 
  soon after the encounter begins to deal with other threats.
  These foes work independently; the death priest and 
  the necrocraft assault well-armored PCs while Naraga and 
  the gallowdead concentrate on softer targets. All of these 
  foes fight until destroyed. 
  DEATH	PRIEST	
  CR	8
  XP	4,800
  hp 89 (Pathfinder RPG NPC Codex 50)
  GALLOWDEAD	
  CR	16
  XP	76,800
  hp 228 (Pathfinder RPG Bestiary 4 119)
  NARAGA	
  CR	16
  XP	76,800
  Female ancient black dragon (Pathfinder RPG Bestiary 93)
  AC 42, touch 8, flat-footed 42 (+4 armor, +30 natural, –2 size)
  hp 297
  Fort +22, Ref +15, Will +20
  OFFENSE
  Melee bite +34 (2d8+16 plus 4d6 acid), 2 claws +33 
  (2d6+11), 2 wings +31 (1d8+5), tail +31 (2d6+16)
  TACTICS
  Before	Combat Naraga casts mage armor, heroism, and blur 
  on herself.
  During	Combat Naraga casts dimension door to teleport 
  herself and the gallowdead near a vulnerable target. She 
  prefers using her natural weapons in combat.
  Morale Naraga fights until destroyed.
  STATISTICS
  Skills Fly +19, Handle Animal +28, Intimidate +31, Knowledge 
  (arcana, history, geography) +31, Perception +36, Spellcraft 
  +31, Stealth +25, Swim +46
  SIEGE	NECROCRAFT	
  CR	15
  XP	51,200
  hp 180 (see page 39)
  Development: Slaying Naraga causes the dragon’s body 
  to revert to the Horns of Naraga. So long as the PCs keep 
  the Horns of Naraga out of Tar-Baphon’s hands, he loses 
  the benefits the artifact provides. A PC who makes use of 
  the Horns of Naraga gains a +5 bonus on skill checks made 
  to mock the Whispering Tyrant from afar. Expending the 
  resources to recover the artifact is well within the lich’s 
  power, but he doesn’t have the time to do so while he’s 
  pressing his assault in the Cairnlands.
  Frustration: Defeating Naraga increases Frustration by 2.
  FLASH POINT 5: WRATH OF WHISPERS (CR 26)
  Use this event once Tar-Baphon’s Frustration level reaches 
  11, or once the PCs have dealt with all other Flash Point 
  encounters. The PCs should also have an opportunity to 
  rest. Erga Sweirhall calls the PCs to the forward base the 
  First Guard recently established in a ruined structure 
  called the Sun Scarab’s Keep. 
  A decade after the Qadiran overthrow of Osirion’s 
  pharaoh Menedes XXVI in 1532 ar, a man claiming to 
  be the uncrowned Menedes XXVII arrived in Absalom, 
  offering a small fortune in exchange for land on which to 
  build a monument to his disgraced ancestors. The ziggurat 
  that arose within sight of the city, yet several miles away, 
  seemed innocent enough until Menedes XXVII demanded 
  Absalom’s assistance in retaking Osirion from Qadira. The 
  city refused, and Menedes XXVII threw open the ziggurat’s 
  gates to unleash a plague of spirits and sand. The First 
  The Tyrant’s Horde
  The Whispering Tyrant’s horde consists of several undead 
  troops that accompanied him from Gallowspire or that 
  he acquired in Virlych, although the Radiant Fire blast 
  in Renchurch at the end of “Gardens of Gallowspire” 
  destroyed many of his troops there. Most of his horde, 
  however, consists of reinforcements he collected from 
  Fallowdeep when he was there. The lich’s horde is 
  even larger if the PCs didn’t deny him the three armies 
  remaining in Fallowdeep. For each army the PCs did not 
  neutralize in Fallowdeep, add one corresponding profaned 
  paladin troop (see page 31) in each of Flash Point 1, Flash 
  Point 2, and Flash Point 3 (e.g. if Moloum’s army reached 
  the Cairnlands, add a profaned paladin troop with the 
  alchemical reanimation ability). Even if the PCs reach the 
  Cairnlands ahead of a Fallowdeep army, that force has 
  the capacity to quickly join Tar-Baphon’s horde, since the 
  PCs aren’t present in Fallowdeep to stop them, and the 
  leaders can reconfigure the teleportation circles.
  55
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  Guard destroyed the undead incursion, including the 
  upstart pharaoh, and the ziggurat has been an empty 
  fixture of the Cairnlands since.
  Erga and Yesel have gathered about 1,100 seasoned 
  Garundi and dwarven troops nearby, preparing for a final 
  push to confront the Whispering Tyrant. These leaders usher 
  the PCs into an interior room partway up the ziggurat’s 
  southwestern face. There, they’ve set up a small command 
  post with map-strewn tables and the most recent field 
  reports. They review the PCs’ recent accomplishments and 
  begin working with the PCs to plan their next attack against 
  the Whispering Tyrant’s forces. If the PCs allied with Gildais, 
  the winterwight is also present to provide aid. Although the 
  other commanders are wary of him, they sense no malicious 
  intent and are willing to accept unlikely allies.
  The Whispering Tyrant has no intention of letting 
  the PCs take the initiative. As the PCs are planning, the 
  lich casts gate and calls a genocidal obcisidaemon to 
  assist him in assassinating Erga, Yesel, and the PCs. Once 
  combat begins, use the map of the Sun Scarab’s Keep on 
  page 54 for this encounter. 
  Creatures: The Whispering Tyrant and the daemon 
  teleport to the open area just southwest of the Sun Scarab’s 
  Keep, where they are out of sight of the collaborating PCs. 
  Before the surrounding defenders can do much more 
  than realize their greatest enemy is suddenly among 
  them, the lich casts wish to blast a hole in the side of the 
  ziggurat. Treat this explosion as a surprise round for PCs 
  who always act in the surprise round of combat.
  When the ziggurat is torn asunder, stone shrapnel 
  and debris showers the room. All creatures in the room 
  take 8d6 damage (Reflex DC 20 half), half of which is 
  bludgeoning damage and half of which is fire damage. The 
  blast also envelops the room in a dust cloud that obscures 
  vision as fog cloud for 1 round, provides concealment to 
  all creatures in the area during the second round, and 
  then dissipates at the start of the third round. Finally, the 
  rubble causes the room’s floor to become difficult terrain. 
  Outside, Absalom’s defenders try to respond as quickly as 
  they can, but the odds that these NPCs can contribute to 
  the encounter in a meaningful way are minimal.
  After this surprise attack, the Whispering Tyrant and 
  the daemon press their advantage. The Whispering 
  Tyrant relies on his spells, while the obcisidaemon 
  attempts to sunder the weapons of powerful foes while 
  blanketing the area with quickened cloudkill. If Gildais 
  is present, the Whispering Tyrant is sure to include 
  the traitorous seneschal in his attacks, or even to target 
  Gildais exclusively if he seems to have the PCs reeling.
  Erga and Yesel both aid the PCs as best they can. Erga 
  uses her aura of justice to share her ability to smite evil 
  with the PCs, and works to heal them by channeling 
  energy. Yesel uses his hunter’s bond ability to grant the PCs 
  benefits to fighting undead before wading into combat 
  with his blade and hammer. They both do all they can to 
  ensure the PCs’ survival. The Whispering Tyrant’s aura of 
  absolute terror is likely to paralyze the PCs, giving him a 
  significant advantage in the first few rounds of combat; 
  keep in mind that Erga’s mercy can remove paralysis.
  THE	WHISPERING	TYRANT	
  CR	26/MR	10
  XP	2,457,600
  hp 392 (see page 62)
  OBCISIDAEMON	
  CR	19
  XP	204,800
  hp 319 (Pathfinder RPG Bestiary 6 72)
  ERGA	SWEIRHALL	
  CR	16
  XP	76,800
  Female axe lord (Pathfinder RPG NPC Codex 124)
  hp 183
  YESEL	OF	SOTHIS	
  CR	15
  XP	51,200
  Male undead slayer (Pathfinder RPG NPC Codex 139)
  hp 132
  Development: Once he has been sufficiently injured, the 
  Whispering Tyrant resolves to eliminate the PCs once and 
  for all, even at the cost of delaying his assault on Absalom. 
  The Whispering Tyrant automatically knows the location 
  of the nearest fragment of the Shattered Shield of Arnisant. 
  This is most likely a fragment in a PCs’ possession if the 
  PCs recovered it from the ecorche in Flash Point 2 (even if 
  the PC keeps it in an extradimensional space such as a bag 
  of holding), but it’s otherwise a fragment currently in the 
  possession of one of his unsuspecting minions a half-mile 
  northeast of the ziggurat. Furious, the Whispering Tyrant 
  triggers a detonation of the Radiant Fire, consuming the 
  nearest fragment. The area within 5 miles of the fragment 
  immediately begins to vibrate with incredible amounts of 
  positive energy, turning all creatures with 5 Hit Dice or 
  fewer into ash. Keeping the piece in an extradimensional 
  space is no protection, as these vibrations rip free from 
  the opening to the extradimensional space and dump 
  the shard onto the Material Plane. The PCs’ obols twist 
  painfully in their chests, nauseating each PC for 1 round 
  (Fortitude DC 30 negates). One round later, the blast of the 
  Radiant Fire erupts from the shard. A PC who succeeded 
  at the saving throw to quell an obol can designate a single 
  living creature that does not bear an obol. Designated 
  creatures are unaffected by the Radiant Fire’s blast, and 
  they are the only ones to survive it (likely choices include 
  Erga or Yesel, but this allows the PCs to save other NPCs 
  accompanying them as well). 
  56
  
  The Whispering Tyrant immediately realizes that this 
  detonation is unlike any other blast of the Radiant Fire. At 
  first, a sneer of rage crosses his face as he realizes the PCs 
  have tricked him somehow. This sneer is soon overcome 
  by a look of both surprise and pain. The shard in the lich’s 
  hand glows with impossible brightness, engulfing his 
  entire hand. The Whispering Tyrant claws at the ground 
  as though to snuff out the burning brightness and keep 
  himself anchored in place, but the glow envelops the lich 
  and reduces his body to tatters. His scream of fury is lost 
  in the booming explosion that rolls across the Cairnlands. 
  As the PCs no doubt expect from their discussion with 
  Miraina in “Borne by the Sun’s Grace,” the explosion of the 
  Radiant Fire overwhelms their obols and destroys their bodies 
  and their souls. A GM who feels that this decisive conclusion 
  to the PCs’ lives would provide an unsatisfying end to the 
  campaign might instead allow the PCs to be reborn amid 
  the boughs of the kumaru tree in distant Xopatl, perhaps 
  days or even years in the future (see the We Have to Die? 
  sidebar on page 40 of “Borne by the Sun’s Grace.”).
  Unlike the Whispering Tyrant, whose death marks his 
  failure and loss of the greatest weapon he’s ever known, 
  the PCs can enter oblivion knowing that their heroic 
  sacrifice marks them forever as legends. 
  CONCLUSION
  For a full minute, the Radiant Fire outshines the sun as the 
  blast washes over a miles-wide swath of the Cairnlands 
  and the Immenwood. The blast stops many miles from 
  Absalom’s walls but leaves a devastated wasteland behind. 
  Those who dare explore it return with tales of haunted 
  ruins, the walking dead, and mutated animals—or they 
  return not at all. Rumors of a single, withered hand 
  clutching the ground in the center of the devastation are 
  dismissed as ridiculous gossip, but the region soon gains 
  the nickname of “the Tyrant’s Grasp.”
  Absalom rejoices at having fended off another siege, 
  though those who knew the PCs ensure that these 
  heroes’ names aren’t forgotten. Captain of the First 
  Guard Rothos commissions a statue in the PCs’ honor to 
  stand in the city’s Foreign Quarter, and he establishes an 
  annual festival to celebrate the many heroes who came to 
  Absalom’s aid when a terrible evil threatened the whole 
  Inner Sea region. Absalom celebrates for now, but it’s only 
  a matter of time before the Whispering Tyrant reawakens 
  and threatens the world once more…
  57
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  GILDAIS	
  CR	19
  XP	204,800
  Male winterwight rogue 5 (Pathfinder RPG Bestiary 2 283)
  CE Medium undead (cold)
  Init +13; Senses darkvision 60 ft.; Perception +31
  Aura aura of cold (10 ft.)
  DEFENSE
  AC 35, touch 19, flat-footed 26 (+9 Dex, +16 natural)
  hp 367 (25d8+255); fast healing 10
  Fort +17, Ref +21, Will +16
  Defensive	Abilities evasion, trap sense +1, uncanny dodge; 
  DR 15/bludgeoning and good; Immune cold, undead 
  traits; SR 28
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee bite +34 (2d8+16 plus blightfire), 2 claws +34 
  (2d6+16/19–20 plus blightfire)
  Ranged +3 composite shortbow +30/+25/+20/+15 
  (1d6+19/×3)
  Special	Attacks blightfire (DC 30), rend (1 claw, 2d8+24), 
  sneak attack +3d6
  Spell-Like	Abilities (CL 17th; concentration +27)
  Constant—air walk
  At will—cone of cold (DC 25), dimension door, greater 
  dispel magic, sleet storm, wall of ice (DC 24)
  3/day—polar ray
  1/day—control weather
  TACTICS
  Before	Combat Gildais finds a sound hiding spot from which 
  to launch an ambush. He prefers to attack isolated foes.
  During	Combat Gildais launches arrows and casts greater 
  dispel magic before approaching to use his natural attacks.
  Morale Gildais retreats if reduced to 100 or fewer hit points.
  STATISTICS
  Str 42, Dex 28, Con —, Int 15, Wis 16, Cha 31
  Base	Atk +18; CMB +34; CMD 53
  Feats Blind-Fight, Combat Reflexes, Critical Focus, Greater Vital 
  Strike, Improved Critical (claw), Improved Initiative, Improved 
  Vital Strike, Lightning Reflexes, Power Attack, Rending Fury UC, 
  Staggering Critical, Stunning Critical, Vital Strike
  Skills Acrobatics +32, Bluff +23, Climb +24, Disable Device 
  +36, Intimidate +38, Linguistics +10, Perception +31, Sense 
  Motive +16, Sleight of Hand +22, Stealth +37, Swim +24, 
  Use Magic Device +23
  Languages Abyssal, Celestial, Common, Draconic, Dwarven, 
  Giant, Infernal, Orc
  SQ rogue talents (fast stealth, stand up), trapfinding +2
  Combat	Gear +1 seeking arrows (50), bracelet of second 
  chances UE, dust of disappearance (2), potion of protection 
  from energy (CL 10th), scroll of see invisibility (2); Other	
  Gear +3 composite shortbow (+16 Str) with 40 arrows, 
  human slaying arrow, sizzling arrow APG (3), boots of speed, 
  cube of force, masterwork thieves’ tools, 241 gp
  Jomah Gildais was the second son of Grodlych’s ruler, 
  the tireless Count Tomiah Gildais. Raised in the shadow 
  of both his storied father and outgoing elder brother 
  Roblair, Jomah found that few cared about his fate so 
  long as he avoided embarrassment and served his brother 
  loyally. So it might have gone had Count Tomiah Gildais 
  and Roblair not perished in the Battle of Screaming Steel 
  in 3196 ar. To his dread, Jomah was the heir apparent. 
  When the Whispering Tyrant massed an army outside 
  Grodlych in 3203 ar, Count Jomah Gildais rode reluctantly 
  out at the head of his county’s forces to face the lich. 
  The lich responded to the weak-willed ruler’s stuttered 
  proclamation by opening a gate to the Negative Energy 
  Plane and hurling Jomah through. 
  Later, the lich extracted Jomah, whose mortal form 
  the plane had stripped of flesh, laced with ice, and 
  reanimated with cold malice. Tar-Baphon reveled in 
  the simpering count’s transformation and commanded 
  his new servant—whom he called the “Failure of House 
  Gildais” and later simply “Gildais”—to serve as the 
  seneschal of his new conquests. Jomah had little choice; 
  through a combination of necromantic domination and 
  emotional abuse, Tar-Baphon broke his seneschal’s spirit. 
  Thus manipulated, Gildais’s policies led to the torture, 
  imprisonment, and deaths of untold thousands.
  Gildais was among the undead sealed within 
  Gallowspire by the Shining Crusade. Dreading the 
  Gildais
  Undead against his will and a reluctant pawn in the Whispering Tyrant’s service, 
  Gildais recently discovered that he’s served as the lich’s unwitting pawn for 
  many years. He struggles with trust, yet may become a crucial ally.
  58
  
  Whispering Tyrant’s rage, Gildais retreated to the 
  dungeons’ most isolated levels. There he found silence, 
  and in silence he found new torments. The more he 
  contemplated his past centuries’ deeds, the more he began 
  to feel regret and ultimately remorse for his actions. He 
  regularly exposed himself to the Great Seal that warded 
  Gallowspire to burn away the curse of undeath. As Gildais 
  accepted responsibility for his past and longed to atone, 
  the Great Seal’s holy power came to no longer harm him. 
  Tentatively, he emerged into Adorak’s ruins and escaped.
  And the Whispering Tyrant watched with interest, 
  having implanted directives into the vulnerable seneschal 
  should the winterwight ever escape. Once free, Gildais 
  heeded these subliminal orders and infiltrated Vigil, 
  believing that there he might find redemption in 
  the Shattered Shield of Arnisant. After recruiting 
  the Six Wise Crows, stealing all but one of 
  the shards, replacing them with convincing replicas, 
  and delivering the shards to covert members of the 
  Whispering Way, Gildais felt a surprising satisfaction. 
  The explosion of Gallowspire to the east shook him 
  from his contentment, and it dawned on him that 
  his decisions had not been his own. He was still the 
  Whispering Tyrant’s pawn.
  CAMPAIGN ROLE
  Gildais is an emotionally wounded being who struggles 
  with the notion of free will—both his own and that of 
  the PCs. To him, the Whispering Tyrant has become an 
  unbeatable mastermind. Shortly after the PCs first arrive 
  in Fallowdeep, Gildais shadows them and then confronts 
  them to assess their motivations and character. At 
  first there’s little the PCs can do to convince Gildais 
  outright, but if the PCs fulfill four of the following 
  deeds, Gildais comes to respect them, becoming more 
  open in his observations. Many deeds involve skill checks 
  performed by a PC while interacting with Gildais, and 
  he typically remains nearby long enough for the PCs to 
  attempt two such checks before retreating for a time. 
  If the PCs don’t perform at least seven of the following 
  deeds by the time they’re nearly done exploring Fallowdeep, 
  Gildais determines that the PCs are either blackguards or 
  Tar-Baphon’s puppets—either way they must be destroyed 
  before they leave Fallowdeep. If the PCs accomplish seven 
  deeds or more by the time they are nearly done exploring 
  Fallowdeep, Gildais approaches them and offers an alliance 
  to stop the Whispering Tyrant once and for all.
  • Bluff DC 36 to trick their way into Gildais’s confidence.
  • Diplomacy DC 26 to share their willingness to sacrifice 
  themselves to stop Tar-Baphon.
  • Diplomacy DC 36 to appeal to Gildais’s lost humanity.
  • Knowledge (history or nobility) DC 30 to identify and 
  appeal to Gildais’s past.
  • Knowledge (religion) DC 30 to understand Gildais’s 
  undead state and counsel him about redemption.
  • Sense Motive DC 30 to assess Gildais’s behavior and 
  ascertain Tar-Baphon’s dwindling control over him.
  • The PCs show exceptional cunning or compassion, 
  such as in playing Fallowdeep’s leaders off each other 
  or helping an unsympathetic foe.
  • The PCs fulfill one deed per army neutralized, but lose 
  one deed per mobilized army (two if they aid Iuphasti).
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  59
  
  LYANTHARI	
  CR	17
  XP	102,400
  Daughter of Urgathoa inquisitor of Urgathoa 13 (Pathfinder 
  Campaign Setting: Inner Sea World Guide 309, Pathfinder 
  RPG Advanced Player’s Guide 38)
  NE Large undead
  Init	+12; Senses	darkvision 60 ft.; Perception +32
  Aura	desecrate (20 ft.)
  DEFENSE
  AC	33, touch 16, flat-footed 30 (+8 armor, +4 deflection, +3 Dex, 
  +9 natural, –1 size)
  hp	313 (24d8+205)
  Fort +19, Ref	+11, Will	+21
  Defensive	Abilities	channel resistance +4, stalwart; Immune	
  undead traits
  OFFENSE
  Speed	fly 40 ft. (perfect)
  Melee great claw +28 (3d6+12/19–20/×4 plus disease and 
  2d6 vs. good), claw +28 (1d8+12 plus 2d6 vs. good)
  Space 10 ft.; Reach	10 ft.
  Special	Attacks	greater bane (13 rounds/day), judgment 
  5/day (2 simultaneous)
  Spell-Like	Abilities (CL 11th; concentration +18)
  Constant—desecrate (centered on self)
  Inquisitor	Spell-Like	Abilities (CL 13th; concentration +18)
  At will—detect alignment, discern lies (13 rounds/day)
  Inquisitor	Spells	Known (CL 13th; concentration +18)
  5th (2/day)—mass ghostbane dirge (DC 20), resounding 
  blow APG (DC 20)
  4th (4/day)—divine power, greater invisibility, stoneskin, 
  unholy blight (DC 19)
  3rd (5/day)—dispel magic, keen edge, locate object, 
  magic circle against good, speak with dead (DC 18)
  2nd (6/day)—detect thoughts (DC 17), invisibility, perceive 
  cues APG, resist energy, see invisibility
  1st (7/day)—ear-piercing scream UM (DC 16), inflict light 
  wounds (DC 16), interrogation UM (DC 16), know the 
  enemy UM, shield of faith, true strike
  0 (at will)—acid splash, brand APG (DC 15), create water, 
  detect poison, light, read magic
  Inquisition	Persistence UM
  Lyanthari
  Cleric	Spells	Prepared	(CL 6th; concentration +11)
  3rd—bestow curse (DC 18), inflict serious wounds (DC 18), 
  invisibility purge, magic vestment D
  2nd—bull’s strength D, darkness, death knell (DC 17), inflict 
  moderate wounds (DC 17), silence (DC 17)
  1st—command (DC 16), comprehend languages, divine 
  favor (2), identify D, obscuring mist
  0 (at will)—detect magic, mending, guidance, resistance
  D domain spell; Domains	Magic, Strength
  TACTICS
  Before	Combat Lyanthari casts keen edge and shield of faith.
  During	Combat Lyanthari activates her protection and purity 
  judgments before engaging in melee combat, using her 
  bane ability and Greater Vital Strike to scythe through foes.
  Morale Lyanthari tries to escape if reduced to 50 or fewer hit 
  points, returning to stalk her foes after she has recovered.
  STATISTICS
  Str	32, Dex	16, Con	—, Int	20, Wis	20, Cha	24
  Base	Atk +17; CMB	+30; CMD	44
  Feats Ability Focus (disease), Combat Casting, Combat 
  Reflexes, Critical Focus, Escape Route UC, Greater Vital 
  Strike, Improved Critical (claw), Improved Initiative, 
  Improved Natural Attack (great claw), Improved Vital 
  Strike, Lookout APG, Outflank APG, Power Attack, Shake It Off UC, 
  Staggering Critical, Step Up, Vital Strike
  Skills	Acrobatics +12, Bluff +34, Diplomacy +22, Fly +23, 
  Intimidate +40, Knowledge (arcana, dungeoneering, 
  planes) +20, Knowledge (religion) +32, Perception +32, 
  Sense Motive +38, Spellcraft +20, Stealth +23, Survival +20
  Languages Abyssal, Common, Hallit, Necril, Orc
  SQ inner strength, monster lore +5, relentless footing, solo 
  tactics, stern gaze +6, track +6
  Gear +2 breastplate, unholy amulet of mighty fists, 450 gp
  SPECIAL	ABILITIES
  Disease	(Su) Bubonic Plague: Great claw—injury; save 
  Fortitude DC 24; onset immediate; frequency 1/day; effect 
  1d4 Con damage and fatigued; cure 2 consecutive saves.
  Great	Claw	(Ex) One of Lyanthari’s hands is a tremendous 
  scythe-shaped claw. This attack deals ×4 damage on a 
  critical hit and is treated as an evil weapon for the purpose 
  of overcoming damage reduction.
  Ancient and wise, Lyanthari has executed Urgathoa’s will for millennia and 
  advised the Whispering Tyrant since his first campaign. Her patience with the 
  lich is stretched thin, however, and she seeks to rein in his vast hubris.
  60
  
  Lyanthari was born in the early years of the 9th century ar 
  in golden Kestrillon, one of the old bastions of Encarthan 
  Kellid culture. Her family had little, but Lyanthari was 
  invited to join the Golden Disciples, a heretical offshoot 
  of the Prophets of Kalistrade. Lyanthari delighted in their 
  lavish feasts and extravagant parties, and soon realized 
  her urges originated from none other than Urgathoa, the 
  Pallid Princess. When Urgathoa’s whispers led Lyanthari 
  to her first true test of faith, the young woman did not 
  balk, and she poisoned her mentors’ feast. 
  Omens led Lyanthari to the powerful necromancer 
  Tar-Baphon. As he mustered an army to conquer central 
  Avistan, Lyanthari helped guide his necromantic research 
  toward lichdom and provided key intelligence in the 
  conquest of Kestrillon. For all her master’s narcissism, 
  Lyanthari admired Tar-Baphon and considered his 
  undead ascension her life’s mission. When the god 
  Aroden arrived to destroy the necromancer, Lyanthari 
  fought alongside her liege and ultimately fell to the Last 
  Azlanti’s blade. In her final moments, she witnessed 
  Tar-Baphon being struck down and smiled, knowing 
  that his death at the hand of a god was the last step in 
  his arising as an invincible lich. However, she too had 
  attained immortality, for Urgathoa rewarded Lyanthari’s 
  devotion by reanimating her as one of the rare daughters 
  of Urgathoa.
  In the more than 2 millennia that followed, 
  Lyanthari wandered Avistan working Urgathoa’s 
  will. When she felt Tar-Baphon awaken 
  as a lich, Lyanthari congratulated 
  him on receiving Urgathoa’s 
  blessing. He laughed her off, 
  dismissing her patron’s role in 
  his transformation—all the while 
  trusting in his own power to conquer 
  all of Avistan. He failed. In the final days of 
  his campaign, he blamed his own failings on 
  Urgathoa and cast out Lyanthari in anger.
  Mere 
  months 
  ago, 
  Lyanthari 
  felt 
  Tar-Baphon break free of Gallowspire. 
  She rejoined him, hoping that centuries of 
  imprisonment had rid the lich of his hubris. 
  Instead, he had only grown more egotistical, reveling 
  in having destroyed Gallowspire by himself. 
  CAMPAIGN ROLE
  Although Lyanthari is an increasingly disillusioned ally 
  of the Whispering Tyrant, she is in charge of mustering 
  the armies he needs to conquer Absalom. She alone 
  controls the teleportation circles directed toward the Isle 
  of Kortos, and she has determined that the Whispering 
  Tyrant’s blasphemous vanity requires a reminder of 
  who is truly in charge: Urgathoa. As a result, Lyanthari is 
  willing to undermine the lich in minor ways, including 
  encouraging the PCs to destroy a few of his squabbling 
  servants. However, the more undead the PCs destroy, the 
  less indulgent Lyanthari becomes. Once the PCs have 
  won three encounters against undead, she is no longer 
  willing to meet with them. Once they’ve won five such 
  encounters, she begins hunting them outright.
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  61
  
  WHISPERING	TYRANT	
  CR	26/MR	10
  XP	2,457,600
  Human mythic lich necromancer 20 (Pathfinder RPG Mythic 
  Adventures 206)
  NE Medium undead (augmented humanoid, human, mythic)
  Init +18 M; Senses darkvision 60 ft., see in darkness, spell 
  perception, true seeing; Perception +33
  Aura	absolute terror (60-ft. radius, DC 39)
  DEFENSE
  AC	52, touch 21, flat-footed 48 (+8 armor, +5 deflection, +4 Dex, 
  +2 insight, +19 natural, +4 shield)
  hp 392 (20d6+320)
  Fort +21, Ref	+18, Will	+22
  Defensive	Abilities	channel resistance +12, moment of 
  prescience, rejuvenation, spell turning; DR	15/bludgeoning 
  and magic; Immune	acid, channel energy from non-mythic 
  sources, cold, electricity, undead traits; Resist	half damage 
  from positive energy; SR 42
  OFFENSE
  Speed	30 ft.; fly 60 ft. (good)
  Melee touch +8 (1d8+10 plus 5d6 negative energy plus 
  paralysis)
  Special	Attacks animate touch, channel negative energy 
  (DC 29, 16/day), immediate counterspell, mythic power 
  (12/day, surge +1d12), mythic spells (2/day), paralyzing 
  touch (DC 39), wild arcana
  Arcane	School	Spell-Like	Abilities (CL 20th; concentration +33)
  16/day—grave touch (10 rounds)
  Necromancer	Spells	Prepared (CL 20th; concentration +39)
  9th—energy drain (DC 36), foresight, mage’s disjunction M, 
  meteor swarm M (DC 32), time stop M, wail of the 
  banshee (DC 36), wish M
  8th—empowered disintegrate M (2, DC 29), horrid wilting 
  (2, DC 35), maze M, moment of prescience, trap the soul
  7th—finger of death M (2, DC 34), quickened fireball M, forcecage, 
  greater scrying (DC 30), limited wish, spell turning
  6th—acid fog, greater dispel magic (3), repulsion (DC 29), 
  true seeing, empowered vampiric touch M
  5th—cone of cold (DC 28), silent dimension door, dismissal 
  (DC 28), dominate person (DC 28), quickened magic 
  missile (2), wall of force M, waves of fatigue
  The Whispering Tyrant
  4th—black tentacles, detect scrying, dimension door, 
  enervation (2), greater invisibility, empowered 
  scorching ray, stoneskin
  3rd—dispel magic (2), displacement, fireball M (DC 26), fly, 
  haste, vampiric touch M (2)
  2nd—detect thoughts (DC 25), false life (2), resist energy 
  (3), extended shield (2)
  1st—expeditious retreat, grease, magic missile (2), ray of 
  enfeeblement (2, DC 28), shield, true strike (2)
  0 (at will)—detect magic, mage hand, message, read magic
  Opposition	Schools	enchantment, illusion
  TACTICS
  Before	Combat The Whispering Tyrant casts fly, foresight, 
  moment of prescience, shield, spell turning, and true seeing.
  During	Combat The Whispering Tyrant targets grouped PCs 
  with horrid wilting, mage’s disjunction, and wail of the 
  banshee. If seriously threatened, he casts time stop to 
  relocate and hamper the PCs with spells such as forcecage.
  Morale Once reduced to fewer than 150 hit points—or 250 
  hit points, if the daemon accompanying him is defeated—
  the Whispering Tyrant resolves to obliterate the PCs. He 
  detonates the nearby shard from the Shattered Shield of 
  Arnisant with the Radiant Fire as a standard action. The 
  consequences of this detonation are described on page 56.
  STATISTICS
  Str	14, Dex	19, Con	—, Int	36, Wis	14, Cha	28
  Base	Atk +10; CMB	+12; CMD 19
  Feats	Command Undead, Craft Construct, Craft Wondrous Item, 
  Empower Spell, Eschew Materials M, Extend Spell, Extra 
  Mythic Power M, Greater Spell Focus (necromancy), Improved 
  Initiative M, Improved Iron Will, Iron Will, Mythic Spell 
  Lore B, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus 
  (necromancy) M, Spell Penetration, Still Spell, Toughness M
  Skills Acrobatics +25, Bluff +30, Diplomacy +30, Escape 
  Artist +25, Fly +28, Intimidate +33, Knowledge (arcana, 
  dungeoneering, history, planes, religion) +37, Perception 
  +34, Sense Motive +34, Spellcraft +37, Stealth +36, Use 
  Magic Device +30; Racial	Modifiers	+8 Perception, +8 
  Sense Motive, +8 Stealth
  Languages	Abyssal, Aklo, Celestial, Common, Draconic, 
  Dwarven, Elven, Giant, Infernal, Orc, Undercommon
  Tenacious, ingenious, and utterly evil, Tar-Baphon, the Whispering Tyrant, has 
  broken free from his prison at Gallowspire to conquer the world, spite his old 
  rival Aroden, and become a god.
  62
  
  SQ	arcane bond (amulet), life sight (40 feet, 20 rounds/day), 
  mythic phylactery, perfect necromancer, sustained by magic
  Combat	Gear greater reach metamagic rod UE, greater silent 
  metamagic rod, maximize metamagic rod, quicken 
  metamagic rod, scrolls (contingency, discern location, 
  gate, greater teleport, harm, mage’s disjunction, mass 
  charm monster, project image, soul bind, time stop, 
  and wish), wand of inflict critical wounds; Other	Gear 
  amulet of natural armor +4, belt of physical might +4 
  (Str, Dex), boots of teleportation, bracers of armor +8, 
  cloak of resistance +5, gloves of the shortened path UE, 
  headband of mental prowess +6 (Int, Cha), Horns of 
  Naraga UE, lavender and green ellipsoid ioun stone, pale 
  green prism ioun stone, ring of protection +5, 
  robe of the archmagi (black), tyrant’s ring 
  (minor artifact, acts as a ring of freedom 
  of movement and a ring of greater spell 
  storing containing antilife shell and spell 
  immunity), unfettered shirt UE
  SPECIAL	ABILITIES
  Animate	Touch	(Su) As a standard action, the 
  Whispering Tyrant can touch a dead creature and 
  animate it as a skeleton or zombie, as if using animate 
  dead. He can expend one use of mythic power when using 
  this ability to animate the body as a different type of 
  undead, as if using greater create undead. The Whispering 
  Tyrant treats his total Hit Dice as his caster level for these 
  effects. Undead created in this way are automatically 
  under his control. The Whispering Tyrant does not need 
  to expend any material components when using this 
  ability. This ability replaces the creeping paralysis mythic 
  lich ability.
  Aura	of	Absolute	Terror	(Su) Living creatures within 60 feet 
  of the Whispering Tyrant are paralyzed by absolute terror 
  for 1d4 rounds, after which they are shaken as long as they 
  remain within his aura. Once a creature has been paralyzed 
  by this aura, it is immune for 24 hours. Mythic creatures 
  can attempt a DC 39 Will save to negate the paralysis but 
  are still shaken as long as they remain within the aura. 
  This is a mind-affecting fear effect. This ability replaces the 
  formidable animation mythic lich ability.
  Perfect	Necromancer	(Ex) The Whispering Tyrant can 
  prepare spells from his opposition schools without 
  needing to expend an additional spell slot. He 
  always succeeds at concentration checks to cast 
  spells. He can have any number of undead under his 
  control, and he is not limited by the total Hit Dice of those 
  undead. This ability replaces the enhanced spellcasting 
  mythic lich ability.
  Even before pursuing lichdom, Tar-Baphon was among 
  the most powerful necromancers in history. As a lich, his 
  powers and thirst for world domination are even greater.
  CAMPAIGN ROLE
  The PCs cannot defeat the Whispering Tyrant for good, 
  but by goading him into using the Radiant Fire against 
  them, they can destroy his most powerful weapon.
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  63
  
  Developer Showcase
  To send off the first edition of the Pathfinder Roleplaying Game, 
  we’re devoting the rest of this volume to new rules and content 
  written by members of the Pathfinder development and design 
  teams. Each staff member chose a particular monster, piece of 
  advice, or rules element they wanted to expound upon before we 
  make the transition to Pathfinder Second Edition, and the pages 
  that follow are the result of that effort. We hope you enjoy our 
  collective last hurrah before we move onto a new edition and new 
  rules, starting with the next Pathfinder Adventure Path!
  64
  
  By Linda Zayas-Palmer
  Botanical haunts are masses of vegetation that work as a 
  single entity to fight against invaders in their territory. 
  Their animating force typically originates from vengeful 
  nature spirits, such as a corrupted dryad or angry kami. 
  Botanical haunts differ from standard haunts in several 
  important ways.
  Botanical haunts are not fear effects. They take damage 
  from negative energy, rather than positive energy. 
  Spells that normally harm plants or plant creatures, 
  such as blight, diminish plants, and horrid wilting, also 
  affect botanical haunts. If an applicable spell would not 
  normally deal damage to a haunt, it deals 2d6 points of 
  damage per spell level to the botanical haunt. In addition, 
  botanical haunts can be harmed with weapons that are 
  particularly suited to chopping through foliage—they 
  take half damage from nonmagical slashing weapons, 
  or full damage from magical slashing weapons. These 
  massive beings are hardier than standard haunts and thus 
  have twice as many hit points.
  The standard destruction condition for a botanical 
  haunt is when the plant is entirely destroyed, which 
  requires an hour of work and a successful Knowledge 
  (nature) check (DC = 15 + twice the haunt’s CR) to thoroughly 
  remove the plant’s roots. This destroys the haunt, but the 
  animating nature spirit is likely to seek another vessel. 
  The only way to permanently destroy a botanical haunt 
  is by placating the spirit animating it; the exact method 
  required depends upon the spirit’s grievance.
  The standard rules for haunts appear on page 242 
  of the Pathfinder RPG GameMastery Guide. Additional 
  haunt rules can be found on page 228 of Pathfinder RPG 
  Occult Adventures.
  BOUNTIFUL FEAST HAUNT 
  CR 8
  XP 4,800
  N persistent botanical haunt (up to 40-foot radius)
  Caster Level 8th
  Notice Knowledge (nature) or Survival DC 25 (to notice 
  abnormalities in its fruits)
  hp 72; Trigger touch; Reset 1 hour
  Effect This haunt appears as a large grove of trees or patch 
  of berry-laden bushes covered in perfectly ripe and 
  delicious-looking fruit native to the area. The haunt notices 
  Small or larger creatures and triggers as soon as such a 
  creature attempts to grab a fruit. As soon as it is triggered, 
  the fruits near every Small or larger creature in the area 
  explode into a cloud of carnivorous seeds coated in poison 
  that infest their targets’ flesh. 
  These seeds have two effects. First, the poison is a 
  powerful neurotoxin that paralyzes its victims (bountiful 
  feast poison: contact; save Fort DC 20; frequency 1/
  round for 10 rounds; effect paralysis for 1 round; cure 2 
  consecutive saves). Second, the seeds quickly feed upon 
  unmoving prey; on each round that an infested creature 
  does not spend a move action to move at least 10 feet, 
  it must succeed at a DC 18 Fortitude save or take 1d6 
  points of Constitution damage as the seeds feed upon 
  the nutrients in its body. This effect ends only if the 
  haunt is destroyed or the seeds are removed from the 
  creature’s body (see below). If a creature dies from this 
  Constitution damage, its body explodes into a 5-foot-
  radius area of fruiting plants that is added to the haunt’s 
  area (even if it is outside of the haunt’s typical radius). 
  For each point of Constitution damage the seeds deal, 
  the haunt gains 3 temporary hit points. These temporary 
  hit points last for 1 hour.
  Extracting the seeds from an affected creature requires 
  a successful DC 25 Heal check as a standard action. 
  Regardless of whether the check succeeds or fails, the 
  target takes an amount of damage equal to 1d6 times the 
  amount of Constitution damage it has already taken from 
  the seeds. Spells such as remove disease and heal can also 
  treat the affliction, in which case the target doesn’t take hit 
  point damage.
  Destruction The demon-possessed dryad in the nearby crypt 
  must be defeated and its ashes scattered around the 
  dryad’s tree.
  FLYTRAP HAUNT 
  CR 4
  XP 1,200
  N persistent botanical haunt (up to 20-foot radius)
  Caster Level 4th
  Notice Perception DC 20 (to spot flytrap heads opening and 
  closing erratically)
  hp 36; Trigger proximity; Reset 1 day
  Effect This patch of sentient flytraps sprouts sharp hairs 
  around its mouths and uses a highly concentrated acid 
  to digest its prey. Each round, the flytrap haunt makes 
  melee attacks with a +4 bonus against each creature in the 
  affected area, dealing 2d6 points of acid damage and 1d6 
  points of piercing damage on a successful hit.
  Destruction The nest of accuser devils making their home 
  nearby must be eradicated.
  Botanical Haunts
  65
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  Angradd
  By Owen K.C. Stephens
  THE FORGE-FIRE
  LG male dwarven god of fire, 
  tradition, and war
  Domains Fire, Good, Law, War
  Subdomains Archon, Ash, Smoke, 
  Tactics
  Favored Weapon greataxe
  Holy Symbol smoking forge
  Centers of Worship Druma, Five 
  Kings Mountains, Lands of the 
  Linnorm Kings, Mana Wastes
  Nationality dwarf
  Obedience Build a fire, preferably as part of a 
  ritual that includes your closest allies and comrades. Use that 
  fire’s smoke to blacken the head of an axe while reciting 
  battle litanies from Angradd’s Tempering (or Torag’s Hammer 
  and Tongs, Magrim’s Measure, or Journey of the Last Breath 
  if you also wish to show reverence for Angradd’s respected 
  elder brothers). Clean the ash from the axe with a cloth 
  (traditionally a red cloth, often granted to you as a gift from 
  a family member). Successful melee attacks made with 
  that axe by a lawful good, lawful neutral, or neutral good 
  creature deal an additional 1 point of fire damage. (This 
  damage is not multiplied on a critical hit.)
  EVANGELIST BOONS
  1: Smoke of Righteous Flame (Sp) burning hands 3/day, 
  discovery torchUC 2/day, or ash stormUM 1/day
  2: Bulwark Against Evil (Su) You are a shining beacon against 
  the forces of evil and have internalized much of Angradd’s 
  fury against those who are vile and cruel. You gain DR 5/—, 
  which applies only against attacks from creatures with the 
  evil subtype or attacks that can bypass DR/evil.
  3: General of the Just (Su) You are a mobile focus of the divine 
  strategy of Angradd, able to turn the tide of battle by inspiring 
  your allies to instinctively work together. Allies within 60 feet 
  (not including yourself) gain a +2 morale bonus on initiative 
  checks, on melee damage rolls while flanking, and to AC 
  when adjacent to you or at least one other ally of yours.
  EXALTED BOONS
  1: Torch Against Evil (Sp) weapons against evilISG 3/day, 
  blistering invectiveUC 2/day, or flame arrow 1/day
  2: Blazing Righteousness (Su) You can channel Angradd’s 
  divine flames to burn agents of malevolence. As a free 
  action, you can wreathe yourself in flames, granting you 
  resistance 20 against fire and causing any evil creature 
  adjacent to you at the beginning of your turn to take 
  2d6 points of damage (half of which is fire damage). 
  Dismissing this ability is also a free action. This ability lasts 
  a number of rounds per day equal to 1 + 1 per 4 Hit Dice 
  you have (maximum 6 rounds). The rounds don’t 
  need to be consecutive.
  3: Boon Companions (Sp) Three times per day, you 
  can summon an ally to assist you in the fight against 
  evil. This acts as a summon nature’s ally or summon 
  monster spell with a spell level equal to half your 
  Hit Dice (maximum spell level 9th). The summoned 
  creatures must be lawful good, lawful neutral, or 
  neutral good, and they gain the fire, good, and 
  lawful subtypes. You can communicate with the 
  summoned creatures as if you had a shared language.
  SENTINEL BOONS
  1: Purifying Fire (Sp) burning hands 3/day, flames of the 
  faithfulAPG 2/day, or fireball 1/day
  2: Cut Down to Size (Su) Any axe you wield shines with 
  red and gold light, as the light spell. You gain Cleave as a 
  bonus feat with any axe. If you already have Cleave, you 
  gain the first feat from the following list that you don’t 
  already have when wielding an axe: Great Cleave, Cleaving 
  FinishUC, Improved Cleaving FinishUC.
  3: Army of One (Sp) Once per day you can summon a small 
  army of allies to aid you in combat. You can summon either 
  one greataxe made of pure force per 4 Hit Dice you have 
  (each as a spiritual weapon spell) or one dwarven warrior 
  made of pure force per 8 Hit Dice you have (each as spiritual 
  allyAPG). If you summon force weapons, you can direct all 
  the summoned weapons with a single move action. If you 
  summon force allies, you can direct all the summoned allies 
  with a single swift action. This acts as a spell with a spell 
  level equal to half your Hit Dice (maximum spell level 9th). 
  If any of the force effects you summon with this ability are 
  dispelled, they are all dispelled.
  Angradd is the Forge-Fire, the righteous crusader of 
  the dwarven deities and the dwarven god most likely to 
  proactively seek out threats in order to neutralize them. 
  The younger brother of Torag and Magrim, Angradd is seen 
  as rash by his elder brothers but as needlessly prudent by 
  his aunt Dranngvit the Debt Minder. All the dwarven gods 
  agree, however, that Angradd is an effective and dedicated 
  general in the fight against the pantheon’s foes. In popular 
  art, Angradd is depicted as a powerfully built dwarf with 
  radiant blond hair and beard, armor trimmed in crimson 
  and gold, and a mighty, often flaming greataxe. 
  66
  
  Divinity Boons
  The boons granted by Angradd and Nocticula (see 
  page 78) assume that characters gain them in one of 
  two ways: via the Deific Obedience feat (Pathfinder 
  Campaign Setting: Inner Sea Gods 210) or via that feat 
  plus one of three prestige classes (evangelist, exalted, 
  sentinel; Inner Sea Gods 198).
  Angradd’s followers are encouraged to seek out and 
  oppose evil wherever they can, and they often compare 
  themselves to a purifying flame that moves from foe to 
  foe, gaining strength as it consumes evil and serving as 
  an illuminating torch in the night. Whenever a foe would 
  overpower them in standard combat, Angradd’s faithful 
  study and plan tirelessly to form a strategy to defeat it, 
  patiently building strength and alliances until victory is 
  possible. Once a worshipper of Angradd can no longer 
  endure the rigors of frontline combat, she turns to 
  training and preparing others to carry on the good fight.
  The most common minions of Angradd are various 
  archons, especially lantern archons. The most powerful 
  of these is the unique being known as the Bright Lady of 
  Strategy, a bastion archon who Angradd trusts to lead those 
  battles he cannot be present for or to hold his strongholds 
  while he is away at war. Many azers also serve Angradd, 
  often toiling to forge the weapons his troops use in battle 
  against fiendish foes.
  Angradd’s home is the Tempering Chamber, a massive, 
  lava-filled cavern beneath the mountain of Heaven, 
  near the Cloister of Magrim within Torag’s realm of 
  Forgeheart. The Tempering Chamber is the first bulwark 
  between Heaven and any Abyssal creatures that might 
  attempt to burrow up into the divine realm. Angradd and 
  his minions stand ready to deflect any attack on Heaven 
  from below, prepared to hold the assault at bay until 
  Heaven’s defenses can be mustered.
  ANGRADD’S PALADIN CODE
  Paladins of Angradd see themselves as frontline soldiers 
  in the war against evil. They seek to form coalitions not 
  just to take down evils in the present, but to leave the 
  world better prepared to oppose such evils in the future. 
  Their tenets include the following affirmations.
  • I oppose evil in all its forms. I do not accept 
  a weak evil just because I must also 
  oppose a mighty evil. To defeat evil, 
  I must understand it and know its 
  strengths and weaknesses. Any 
  evil I cannot defeat now, or that by 
  opposing I would allow greater evil 
  to escape or develop, I must study and work against 
  so that I may more fully defeat it when I am ready. 
  I must share what I learn with others who will 
  fight alongside me.
  • I am more than a warrior against the darkness—I 
  am a symbol of all that is just and fair. I must 
  serve as an example and as an inspiration, 
  by being righteous in all my actions and 
  showing others how benevolence and 
  order can be used to create a more just, 
  stable, and sustainable society.
  • It is not enough to stop evil actions—the source of 
  evil must be found and decisively defeated. I am not 
  satisfied to passively wait for wrongs to come to my 
  sight; rather, I seek them out. I will be a torch in the 
  darkness and expose evil to the sight of others who 
  are also willing to oppose it.
  • I am open in my dealings. I do not lie or look away 
  from actions I cannot support. My opinions and 
  goals are open for all to see. I may use stealth and 
  deceit as needed for tactical purposes, but will not 
  promote untruths or fraud.
  67
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  Final Conflict
  By Mark Seifter
  The PCs have been gearing up for this moment since the 
  day they learned the identity of their nemesis, and now the 
  time has come to face the final boss of the entire campaign! 
  Since this last showdown is the capstone of the story—and 
  likely the part of your game that will be most remembered 
  by everyone at the table—developing a satisfying battle 
  is a vital aspect of adventure design. While the final 
  conflict of your campaign could be anything from a risen 
  archmage wreaking havoc with her god-like magic to an 
  in-progress infernal ritual that must be stopped before all 
  Hell literally breaks loose, the focus of this article is on a 
  campaign-closing combat encounter with a high-ranking 
  enemy, probably the mastermind behind the plot that 
  has been unfolding over the last several adventures. In 
  designing this encounter, take the following concepts into 
  consideration before and during the actual fight.
  LAYING DOWN THE 
  GROUNDWORK
  It’s a good idea to make some decisions about your final 
  encounter early enough in the campaign to sprinkle 
  foreshadowing throughout the adventures. For instance, if 
  you want the final encounter to take place on a giant clock 
  tower, perhaps mention in an early session that the clock 
  tower has been malfunctioning or out of order for some 
  time, and the townsfolk can’t seem to figure out how to fix 
  it. Perhaps even include a short interaction with a notable 
  NPC, such as the town’s clockmaker, or have the PCs rid 
  the clock tower of some mundane monsters like giant bats, 
  in order to give them first-hand experience with the future 
  location of an epic battle.
  Foreshadowing will make the fight much more satisfying 
  for attentive players who pick up on your clues. While it 
  may sometimes feel like you need to hammer players on 
  the heads with clues to make sure they pick up on the 
  overarching thread, remember that this is far preferable to 
  having the players miss out on the thread altogether. 
  INFORMATION GATHERING
  To ensure a final encounter goes as smoothly as possible, 
  you’ll need to collect some information about the players 
  so as to predict (or at least anticipate) some of their most 
  likely courses of action. The best thing you can do, in this 
  case, is get a copy of each PC’s character sheet and run a 
  mock battle against yourself before the last session. By 
  playing both sides, you’ll have a much better idea of the 
  PCs’ strongest spells, most potent magic items, and feats or 
  abilities that may come into play. Such a mock battle can 
  save you a lot of grief later on, since you’ll have realized 
  beforehand that the party’s wizard could easily negate the 
  boss’s wall of ice with a heightened fireball. You can also use 
  this mock battle to work out hazards or obstacles to include 
  that the PCs are specifically equipped to overcome—
  after all, if there’s any time for the PCs to use that orb of 
  dragonkind they’ve been holding onto, it’s now.
  When the villain and PCs know each other ahead of 
  time, one powerful way to exploit that connection is to let 
  the PCs learn some of the villain’s favorite tactics or most 
  troublesome abilities ahead of time. At the same time, the 
  villain may learn of some of the PCs’ go-to options as well. 
  Studying the enemy beforehand can be the plot of an entire 
  adventure leading up to the big fight—the final triumph 
  will be all the sweeter if the clever PCs get to act on the 
  intel they so painstakingly gathered. Of course, it’s no fun 
  if the players can predict the battle before it even begins, 
  so be sure to include one or two red herrings or give the 
  boss a secret ability that the PCs couldn’t (or didn’t) predict. 
  Perhaps the villain knows that the PCs are researching his 
  tactics, in which case he can prepare countermeasures for 
  the battle the PCs think themselves so well prepared for. 
  Be careful not to let this counter-preparation go too far, 
  though: if you suspect your group is putting all their eggs 
  in one basket based on hard-earned information, don’t go 
  so far with the villain’s countermeasures that it feels like all 
  their efforts were in vain.
  SETTING THE SCENE
  You can have a final encounter just about anywhere, but 
  focus on locations with heavy ambience, thematic ties 
  to your final encounter, and interesting terrain features. 
  Before the game starts, make sure terrain features and 
  hazards are clearly indicated on the battle map (unless such 
  hazards are intentionally hidden, in which case, have a copy 
  of the complete map for you to reference as needed). While 
  you don’t need to make your final fight location as cliché 
  as the side of an active volcano, it’s useful to fall back on 
  popular tropes and well-known set pieces in your encounter 
  location so PCs have a clear idea of what they’re supposed 
  to be imagining. After all, a fight taking place on a galleon 
  being sucked into the beak of a kraken may be a bit rote, but 
  it will be much easier to picture than an abstracted battle in 
  the unimaginably chaotic depths of the Maelstrom.
  Furthermore, including hazards, terrain features, or 
  ongoing events during the encounter make it feel even 
  68
  
  more special and less like a typical fight. Such elements 
  also demand some of the PCs’ attention and resources, 
  making the situation feel all the more dire since the PCs are 
  pulling out all the stops. If you run encounters with regular 
  hazards, features, or events, it’s often most compelling to 
  give those twists their own initiative count. Each round on 
  that count, the situation progresses, whether it’s something 
  dangerous like an oncoming avalanche descending upon 
  the battlefield or something beneficial like the charging up 
  of a high-powered magical cannon the PCs have restored 
  and aimed directly at the villain’s locus of power. 
  IT’S DANGEROUS TO GO ALONE
  It’s important to include minions alongside your main 
  villain, as the PCs’ action economy advantage will crush 
  almost any single foe unless that foe is capable of swatting 
  the PCs like flies—and neither is a satisfying ending. The 
  best minions are ones that can support the villain, such 
  as by enhancing her with spells, protecting her from 
  the PCs’ abilities, or putting up barriers and hazards. Your 
  players are much more likely to want to engage and attack 
  the boss’s cronies if they’re making it harder for the PCs to 
  get to the main villain.
  THE ULTIMATE BATTLE
  Because it’s the last battle in the campaign, it’s okay to get a 
  bit unorthodox with the final boss’s abilities or presentation. 
  After all, most players expect a the final battle to be unlike any 
  other, so fudging the rules to ensure the boss is challenging 
  and exciting is not only permissible, but welcome.
  For example, perhaps your boss has a “final form” that 
  is revealed only after the PCs defeat its first incarnation. 
  Examples include a dragon that becomes a ravener just after 
  its death (and perhaps a wyrmwraith after the PCs destroy 
  the ravener) or a wizard who had prepared to become a lich. 
  Even though such rituals, as written, might 
  normally require more time before taking 
  effect, in the case of the final boss it’s perfectly 
  valid to come up with an excuse or justification 
  for why the final form can instantly take effect 
  on this one occasion. A particular advantage of 
  using the “final form” trope is that you can hold 
  it in reserve and just give the PCs the win if 
  they struggled adequately with the first form.
  No matter the specifics, be sure to include 
  rules or gamemastering methods you’ve 
  never used before. This should be 
  the most memorable encounter 
  in the entire campaign and 
  the source of players’ stories 
  for years to come, so don’t 
  get shy—get experimental. And 
  above all else, have a good time!
  69
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  Alebrije
  By Luis Loza
  Alebrije
  This lion’s fur is a kaleidoscope of geometric patterns and bright 
  colors. Large, vibrant butterfly wings sprout from its back.
  LION ALEBRIJE 
  CR 5
  XP 1,600
  N Large magical beast (extraplanar)
  Init +10; Senses darkvision 120 ft., dreamsight, low-light 
  vision, scent; Perception +12
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
  hp 47 (5d10+20)
  Fort +8, Ref +10, Will +5
  Defensive Abilities fortification (25%); DR 5/magic; Resist 
  cold 5, fire 5; SR 11
  OFFENSE
  Speed 40 ft., fly 20 ft. (average)
  Melee bite +9 (2d6+7 plus grab), 2 claws +9 (1d4+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +9, 1d4+7)
  Spell-like Abilities (CL 5th, concentration +5)
  3/day—dream, nightmare (DC 15)
  1/day—dream council OA (DC 16), dream travel OA (DC 16), 
  mind thrust III OA (DC 13), plane shift (self plus 50 lbs. of 
  objects only)
  STATISTICS
  Str 25, Dex 23, Con 19, Int 6, Wis 18, Cha 10
  Base Atk +3; CMB +11 (+15 grapple); CMD 27 (31 vs. trip)
  Feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +14, Fly +4, Knowledge (arcana) +6, 
  Knowledge (planes) +6, Perception +12, Stealth +11 
  (+15 in undergrowth); Racial Modifiers +4 Acrobatics, 
  +8 Knowledge (arcana), +8 Knowledge (planes), +4 Stealth 
  (+8 in undergrowth)
  Languages Common; telepathy 100 ft.
  ECOLOGY
  Environment any (Dimension of Dreams)
  Organization solitary
  Treasure none
  Alebrijes travel through dreams, visiting creatures as they 
  sleep in hopes of answering questions, jogging memories, 
  or providing inspiration. Alebrijes can take the shape 
  of any animal or magical beast found throughout the 
  Material Plane, though they have unique colorations 
  and patterns all over their bodies, and some grow wings. 
  These colorations typically include bright, vibrant hues 
  and decorative patterns like spirals and stripes.
  ECOLOGY
  Alebrijes can form in a variety of ways. The most common 
  is through the wishes of particularly imaginative or vivid 
  dreamers, such as children and artists. These individuals 
  subconsciously tap into the energies of the Dimension of 
  Dreams and sometimes even visit that realm during their 
  slumber. While in contact with these extraplanar energies, 
  the dreamer dreams of specific creatures, such as an 
  animal they saw once at a carnival or an infamous monster 
  from their homeland. These energies coalesce and suffuse 
  that creature with the powers of the Dimension of Dreams, 
  creating an alebrije. At times, particularly potent dreamers 
  can cause an alebrije to form even when the creature they’re 
  dreaming of no longer lives, such as a childhood pet or a 
  slain monster, or is purely imaginary.
  Other times, a creature may transform into an alebrije 
  if it wanders into a place where the border between 
  the Material and Ethereal Planes is thin. Such planar 
  borderlands allow creatures to enter the Dimension 
  of Dreams, where exposure to the dimension’s strange 
  powers changes the beings into alebrijes. Most creatures 
  that visit the dimension in this way end up remaining 
  there, preferring the unique landscapes to their 
  relatively mundane homes. Because of this, alebrijes are 
  commonplace throughout the dimension, which is why 
  they so often appear in peoples’ dreams. 
  In the most rare cases, an alebrije can form when an 
  animal or magical beast learns lucid dreaming. The minds 
  of these creatures create subconscious connections to the 
  Dimension of Dreams that lead to a gradual transformation. 
  In some cases, these creatures may be part of a lineage that 
  included an alebrije, much in the same way a sorcerer may 
  have a dragon or demon in her lineage. This bloodline 
  connection to an alebrije helps push the creature past the 
  tipping point of their dreaming capabilities.
  HABITAT AND SOCIETY
  Some alebrijes are content to continue their lives in 
  their home environments, using their connection to the 
  Dimension of Dreams to travel throughout the Material 
  Plane. Others use their improved mental and physical 
  abilities to rise as the superior member of their pack 
  or the apex predator in their region, retreating to the 
  70
  
  Dimension of Dreams only to rest. Still others find that 
  their newfound knowledge inspires them to visit the 
  dreams of other creatures.
  House pets and local legends that become alebrijes tend 
  to visit the individuals who took care of them or brought 
  them into being. These alebrijes serve as guardians and 
  mentors, particularly to small children, and move on when 
  their charge no longer needs their guidance. Alebrijes with 
  a particularly strong connection to an individual may even 
  search for the mortal’s soul once that person has passed 
  into the Boneyard, protecting the soul from 
  astral predators and easing its transition 
  into the afterlife, much like a psychopomp.
  CREATING AN ALEBRIJE
  “Alebrije” is an acquired template that can 
  be added to any animal or magical beast 
  (referred to hereafter as the base creature). An 
  alebrije uses the base creature’s statistics and 
  special abilities except as noted here.
  Challenge Rating: Base creature’s CR + 2.
  Size: An alebrije with 8 Hit Dice or more 
  increases in size by one category.
  Type: The creature’s type changes to magical 
  beast (extraplanar). Do not recalculate its base 
  attack bonus, saves, or skill ranks.
  Senses: The creature gains darkvision with 
  a range of 120 feet, dreamsight, and scent.
  Dreamsight (Su): Alebrijes are able to notice and 
  locate sleeping creatures within 500 feet, as well as 
  creatures engaged in similar rest, such as meditation 
  or resting trances.
  Armor Class: Natural armor bonus 
  increases by 2.
  Hit Dice: Change all the creature’s racial 
  Hit Dice to d10s. Hit Dice derived from class 
  levels remain unchanged.
  Defensive Abilities: An alebrije with 5 Hit Dice or 
  more gains DR 5/magic (or DR 10/magic if it has 11 Hit 
  Dice or more) and SR equal to its new CR + 6 (or SR 
  equal to its new CR + 11 if it has 11 Hit Dice or more). 
  In addition, an alebrije gains cold resistance 5 and fire 
  resistance 5 (or cold resistance 10 and fire resistance 10 if 
  it has 11 Hit Dice or more). Finally, an alebrije gains light 
  fortification, as the fortification armor special ability.
  Speed: An alebrije with 5 Hit Dice or more grows wings 
  and gains a fly speed of 20 feet (average). If the alebrije has 
  11 Hit Dice or more, it gains a fly speed of 40 feet (average) 
  instead. An alebrije that already has a fly speed improves 
  its maneuverability by one step instead.
  Melee: An alebrije’s natural attacks grow mighty and 
  fantastical. Increase the damage die of the base creature’s 
  primary natural attacks by one step. An alebrije’s natural 
  attacks are considered magical for the purposes of 
  damage reduction.
  Spell-like Abilities: An alebrije gains the following 
  spell-like abilities, using its Charisma modifier to 
  determine any save DCs: 3/day—dream, nightmare; 1/day—
  dream councilOA, dream travelOA, mind thrust IIIOA, plane shift 
  (self plus 50 lbs. of objects only). The caster level equals 
  the creature’s HD (or the caster level of the base creature’s 
  spell-like abilities, whichever is higher).
  Ability Scores: Str +4, Dex +6, Con +4, Int +4, Wis +6, 
  Cha +4.
  Skills: Alebrijes have a +8 racial bonus on Knowledge 
  (arcana) and Knowledge (planes) checks. They always 
  treat these skills as class skills. Otherwise,their skills are 
  the same as the base creatures’.
  Languages: An alebrije gains telepathy (100 ft.) and 
  can speak one language of its choice.
  71
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  Phantoms of the Apocalypse
  By Jason Keeley
  Rulers of the realm of Abaddon, the Four Horsemen of the 
  Apocalypse can sometimes make their presences felt in the 
  Material World through spiritualists (Pathfinder RPG Occult 
  Adventures 72) known as grim apostles.
  GRIM APOSTLE 
  (SPIRITUALIST ARCHETYPE)
  Some devotees of the Four Horsemen can form spiritual 
  manifestations of the daemonic demigods.
  Grim Phantom (Su): The spirit linked to a grim 
  apostle functions in all respects as a regular spiritualist’s 
  phantom, but each day when the grim apostle regains her 
  daily spell slots, she can choose which Horseman focus 
  (see below) is dominant within the grim phantom.
  When the grim phantom is banished to the Ethereal 
  Plane, the grim apostle takes an amount of damage equal 
  to 1d4 × the grim phantom’s number of Hit Dice.
  This ability modifies the phantom ability and replaces 
  the phantom’s emotional focus.
  Hardened Soul (Su): At 1st level, while a grim phantom 
  is confined in the grim apostle’s consciousness, the grim 
  apostle gains a +4 bonus on saving throws against death 
  effects and effects that would remove or subsume the grim 
  apostle’s soul (such as possessionOA or trap the soul). At 6th 
  level and every 6 levels thereafter, this bonus increases by 
  2 (to a maximum of +10 at 18th level). This ability replaces 
  shared consciousness and fused consciousness.
  HORSEMAN FOCUS
  Instead of an emotional focus, a grim phantom has one of 
  the following Horseman foci.
  The DC for a saving throw against any of the grim 
  phantom’s abilities is equal to 10 + 1/2 the grim phantom’s 
  Hit Dice + the grim phantom’s Charisma modifier. For 
  any spell-like abilities a grim phantom receives, it uses its 
  Hit Dice as its caster level.
  Death
  Grim phantoms influenced by Charon, the Horseman of 
  Death, are dark, almost shapeless specters. 
  Skills: The grim phantom gains ranks in Knowledge 
  (history) and Stealth equal to its number of Hit Dice.
  Good Saves: Fortitude and Will.
  Fleet: The grim phantom gains Fleet as a bonus feat.
  Marked for Death (Su): When manifested in ectoplasmic 
  form, the grim phantom gains a +1 bonus on attack rolls 
  against a creature the grim apostle has hit with a melee or 
  ranged attack since its last turn (the phantom’s “marked 
  target”). Additionally, such an attack by the grim phantom 
  deals an additional 1d6 points of negative energy damage. 
  At 5th level and every 5 spiritualist levels thereafter, the 
  negative energy damage increases by 1d6. 
  Fatal Aura (Su): At 7th level, the grim phantom can 
  create a 10-foot-radius aura as a swift action that makes 
  healing more difficult. The DC of Heal checks to provide 
  first aid and treat deadly wounds within the aura is 
  increased by 5. Any creature within the aura that casts 
  a conjuration (healing) spell, or casts another spell or 
  uses an ability that restores hit points, must succeed at 
  a Will saving throw or lose the spell or use of the ability. 
  Ending the aura is a free action.
  No Escape (Su): At 12th level, the grim phantom gains the 
  benefits of the Following StepAPG, Step Up, and Step Up and 
  StrikeAPG feats but only against its marked target (see above). 
  Killing Word (Sp): At 17th level, the grim phantom can 
  cast power word kill once per day as a spell-like ability. 
  Famine
  Grim phantoms influenced by Trelmarixian, the 
  Horseman of Famine, are gaunt with jackal-like features.
  Skills: The grim phantom gains ranks in Perception and 
  Sense Motive equal to its number of Hit Dice.
  Good Saves: Reflex and Will.
  Weapon Finesse: The grim phantom gains Weapon 
  Finesse as a bonus feat.
  Ravenous Bite (Ex): The grim phantom’s natural attacks 
  take the form of bites that deal piercing damage as a 
  creature one size category larger than its current size. It 
  also gains Power Attack as a bonus feat.
  Aura of Starvation (Su): At 7th level, the grim phantom 
  can create a 10-foot-radius aura of starvation as a swift 
  action. Enemies within the aura take a –2 penalty on attack 
  and damage rolls. Ending the aura is a free action.
  Wail of the Hungry (Sp): At 12th level, the grim phantom 
  can cast waves of fatigue once per day as a spell-like ability. 
  Distended Gullet (Su): At 17th level, as a swift action, the 
  grim phantom in ectoplasmic form gains the swallow whole 
  ability (Pathfinder RPG Bestiary 304; 4d8 negative energy 
  damage, AC 17, one-tenth the phantom’s total hit points) 
  for a number of rounds equal to its Charisma modifier. 
  This ability can affect creatures no more than two size 
  categories larger than the phantom. Each creature the grim 
  phantom swallows is shunted into an extradimensional 
  space that can hold any number of creatures. When the 
  72
  
  duration of this ability ends, any creatures still within 
  the extradimensional space appear adjacent to the grim 
  phantom. The grim phantom is exhausted for 1 hour after 
  using this ability and can’t use it again during that time.
  Pestilence
  Grim phantoms influenced by Apollyon, the Horseman of 
  Pestilence, often have rams’ skulls for heads.
  Skills: The grim phantom gains ranks in Acrobatics and 
  Heal equal to its number of Hit Dice.
  Good Saves: Fortitude and Will.
  Great Fortitude: The grim phantom gains Great 
  Fortitude as a bonus feat.
  Weakening Strike (Su): A creature hit by the grim 
  phantom’s slam attack must succeed at a Fortitude saving 
  throw or take a –2 penalty on ability checks, attack rolls, 
  saving throws, and skill checks for 1d4 rounds. This is a 
  disease effect. Penalties from multiple hits don’t stack.
  Aura of Flies (Su): At 7th level, the grim phantom can 
  surround itself with a cloud of biting flies as a swift action. 
  Any creature that ends its turn adjacent to the grim phantom 
  takes 1d6 piercing damage. This damage 
  increases by 1d6 for every 4 spiritualist levels 
  beyond 7th. Ending the aura is a free action.
  Contagious Touch (Sp): At 12th level, the 
  grim phantom can cast contagion three times 
  per day as a spell-like ability. 
  Virulent Attack (Su): At 17th level, any creature 
  under the effects of the grim phantom’s weakening 
  strike becomes a dangerous vector for disease. Any 
  creature that ends its turn adjacent to the target creature is 
  immediately exposed to any diseases the target creature has, 
  no matter the normal method of contracting that disease. 
  The creature must immediately attempt a saving throw 
  against that disease, and the onset period doesn’t apply.
  War
  Grim phantoms influenced by Szuriel, the Horseman of 
  War, look like sinister, black-winged angels.
  Skills: The grim phantom gains ranks in Intimidate 
  and Survival equal to its number of Hit Dice.
  Good Saves: Fortitude and Reflex.
  Strength Focus: The grim phantom gains a +2 bonus 
  to Strength and a –2 penalty to Dexterity. The phantom 
  gains bonuses to Strength instead of Dexterity as the 
  grim apostle gains spiritualist levels.
  Ruthless Combatant (Su): The grim phantom threatens 
  a critical hit with its slam attack on a roll of 19–20. At 11th 
  level, the phantom’s critical modifier with slam attacks 
  increases to ×3. This doesn’t stack with Improved Critical 
  or similar effects.
  Aura of Fury (Su): At 7th level, the grim phantom 
  can create a 20-foot-radius aura as a swift action. 
  Creatures within the aura gain a +2 bonus on melee attack 
  rolls but take a –2 penalty to AC. Ending the aura is a 
  free action.
  Bloodlust (Su): At 12th level, the grim phantom regains 
  1d6 hit points with each successful slam attack it makes.
  Juggernaut (Su): At 17th level, the grim phantom 
  becomes immune to any effects that would cause it 
  to become cowering, exhausted, fatigued, frightened, 
  panicked, shaken, or slowed (as the slow spell).
  73
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By John Compton
  Although the people of Iblydos, an archipelago off the 
  coast of Casmaron, often worship the immortal deities 
  worshipped in other lands, the inhabitants’ true reverence 
  is reserved for their hero-gods: mortals who have fulfilled 
  cyclopean prophecies to attain mythic power and semi-
  divine status. While they live, these hero-gods are the 
  centers of their own cults and often rule entire city-states. 
  Yet ultimately these godlings perish from age or violence, 
  clearing the way for new hero-gods who continue the 
  tradition. Ever since the death of Aroden, though, the myth-
  speaking tradition that begets new hero-gods has become 
  less reliable, and those hero-gods alive today may be among 
  the last of their kind. For more about Iblydos and the hero-
  god tradition, see Pathfinder Campaign Setting: Distant Shores.
  Hero-gods rarely attain the same level of power as full 
  demigods. As a result, not only are their areas of concern 
  typically quite limited, but many are unable to grant 
  higher-level spells. In addition to the three hero-gods 
  detailed here, the following is a partial list of other hero-gods.
  Aerekostes (N agender falcata): Believed to be either 
  the hero-god Ximakter trapped in his own weapon or a 
  blade that spontaneously manifested sapience and mythic 
  power, this hero-god of contingencies and intelligent 
  items resides in its own temple and occasionally lends 
  itself to aspiring heroes. It grants 9th-level spells, and its 
  domains and subdomains are Arcane, Artifice, Construct, 
  Healing, Knowledge, Magic, Memory, and Resurrection.
  Drokalion (N male mythic dire lion): Barely aware of 
  his mythic nature, Drokalion has nonetheless attracted 
  several dozen zealous followers who leave him food and 
  consider it good luck to be chased by him. He grants 
  2nd-level spells, and his domains are Animal and Glory.
  Pharimia (unalignedMA female half-elf ): As the 
  myth-speaking tradition withers and the hero-gods 
  continue to decline, this lady of ports and lighthouses 
  has worked tirelessly to unite her colleagues and shield 
  them from harm. Because Pharimia is unaligned, clerics 
  of any alignment can worship her. She grants 9th-level 
  spells, and her domains and subdomains are Exploration, 
  Fire, Light, Oceans, Sun, Trade, Travel, and Water.
  Upion and Warrik (NG male half-orc and human): 
  Comrades turned lovers, these two warriors have grown 
  so close that their mythic power manifests only when 
  they are together. The two are joint hero-gods of promises 
  and shield-bearers. They grant 4th-level spells, and their 
  domains and subdomains are Charm, FriendshipISG, Good, 
  Love, and Protection.
  Iblydan Hero-Gods
  chinostes
  The Fallen Blade
  Hero-god of tragedy and 
  sacrifice
  Alignment NE/NG
  Domains Evil or Good; Luck; 
  Nobility
  Subdomains Curse, Martyr
  Favored Weapon dagger (evil) 
  or wooden stake (good)
  Maximum Spell Level 6th
  Center of Worship Reanpharos
  Nationality Iblydan
  When a Sylirican raiding party struck his village in 
  Pol-Reanpharos, the bold saddler Chinostes drew the 
  assailants away from his unarmed neighbors and slew their 
  leader with his trim knife. Becoming famous for his daring 
  defense, Chinostes governed and defended Reanpharos as 
  the city’s hero-god for 13 years, bringing prosperity to the 
  City Between Two Rivers.
  Chinostes perished while hunting a nocturnal beast that 
  he identified too late as a vampire, and shepherds found 
  and returned his bloodless body to his temple a day later. 
  That night, the hero-god awoke, granted new life and fresh 
  hunger. He killed several of his followers and fled with more 
  in tow. Ever since, Chinostes (NE male mythicMA vampire 
  swashbucklerACG 12) has haunted Reanpharos, occasionally 
  preying on people while also defending his city from 
  more brazen threats. Preferring the rare disappearance or 
  murder to anything worse that might fill the vacuum, the 
  populace has largely accepted this situation.
  Despite his transformation, Chinostes continues to 
  grant spells to both the good-aligned followers of his old 
  teachings as well as the evil disciples of his new religion. 
  His evil followers embrace the dark tragedy of his 
  transformation and see this as a just sacrifice to safeguard 
  all they hold dear. His good-aligned priests insist that 
  Chinostes still struggles against vampirism. To them, the 
  greatest service they can perform to their hero-god is to 
  kill him, and each acolyte trains for this eventuality.
  Clerics and oracles of Chinostes’s evil aspect can select 
  the Evil domain and can learn and prepare undead anatomy 
  II (Pathfinder RPG Ultimate Magic 244) as a 5th-level spell. 
  Clerics and oracles of his good aspect can select the Good 
  domain and can learn and prepare halt undead as a 3rd-
  level spell. 
  74
  
  iaPholi
  Child of 
  Bloodstone
  Hero-god of monstrous 
  heritage and 
  acceptance
  Alignment N
  Domains Community, Glory, 
  Strength
  Subdomains Family, Resolve
  Favored Weapon tail slap or heavy flail
  Maximum Spell Level 9th
  Center of Worship Dhuraxilis
  Nationality monster
  Many of the first myth-speaking prophecies demanded 
  daring acts of beast slaying, pitting would-be hero-gods 
  against the likes of hydras, minotaurs, and wyverns. As 
  these godlings increasingly sought out Iblydan monsters, 
  the harpy Ekriathae sought some means of defending her 
  inhuman kin. Using her songs, she wooed a trio of cyclopes 
  from their acropolis and coaxed them into granting her a 
  prophecy of her own. Upon fulfilling its terms and attaining 
  mythic power, she became a force of vengeance, tracking 
  and slaying those who purposefully hunted monsters. She 
  perished of old age in –422 ar, surrounded by followers 
  from dozens of species whom she entreated to consume 
  her body that she might be reborn again in a time of need.
  Since then, the mysterious cult of Ekrian Revival has 
  revered Ekriathae’s deceased spirit, always watching for 
  signs of her return. Six different monsters over the ages 
  have received the cult’s endorsement as her reincarnated 
  successors, each born with mythic potential far exceeding 
  their mortal form. The monsters of Iblydos rejoiced in 4702 
  when the bestial infant Iapholi received the cult’s blessing.
  Raised almost entirely in Dhuraxilis, the young Iapholi 
  (N female half-fiend human oracleAPG 4/hierophantMA 9) 
  has embraced a philosophy of exalting and empowering 
  monstrous 
  creatures 
  that 
  matches 
  the 
  city-state’s 
  cosmopolitan ideals. As a result, the archipelago boasts a 
  growing number of piously pensive and proud magical 
  beasts less eager to provoke their humanoid neighbors. 
  However, a strong contingent of traditionalist monsters 
  chafes under the outwardly pacifist doctrine and urges 
  Iapholi to drown the Iblydan city-states, which they see as 
  invaders, in a wave of bloodshed once and for all. Numerous 
  factions have sent assassins to snuff out Iapholi, hoping to 
  either prevent a monstrous demigod from unifying the 
  many beasts or use her death to rally a terrifying army.
  Clerics and oracles of Iapholi can learn and prepare beast 
  shape III (magical beast only) as a 5th-level spell, beast shape IV 
  (magical beast only) as a 6th-level spell, and magical beast shape 
  (Pathfinder RPG Ultimate Wilderness 232) as a 7th-level spell.
  ongalte
  Death of Divinity
  Hero-god of deicide
  Alignment CE
  Domains Chaos, Death, Evil
  Subdomains EntropyISG, Murder
  Favored Weapon greataxe
  Maximum Spell Level 8th
  Center of Worship none
  Nationality cyclops
  Following Earthfall, the cyclopes shared their wealth of 
  food, knowledge, and prophecy with the humans of Iblydos, 
  together forging great societies. However, the cyclopes’ 
  numbers, intellect, and prophetic power dwindled over the 
  millennia, all as smaller humanoids rose to become hero-
  gods. While most cyclopes blame their own past decadence 
  for their dwindling power, some have concluded that the 
  humans’ exploitation of cyclopean gifts has reduced the 
  giants to their sorry state. To the latter group, there is but 
  one answer: destroy the hero-gods and those who aid them.
  Defying ancient conventions, Ongalte (CE female 
  advanced cyclops bloodragerACG 10) invoked her own 
  myth-speaking. She attained mythic power by setting fire 
  to the cyclopean temple at Hoimpeia and letting it collapse 
  on herself and her giant colleagues. She emerged from the 
  smoldering rubble unscathed a day later. Axe in hand, she 
  has since hunted and killed three hero-gods, forcing the 
  remaining godlings to exercise extreme caution. 
  Unable to kill the hero-gods in their citadels, Ongalte 
  instead encourages her followers to discredit them, 
  undermining their followings and engineering their exile 
  from the cities they rule. As a result, Ongalte’s followers 
  are often those who feel wronged by the hero-gods, passed 
  over by cyclopes, or simply denied what they feel due by the 
  mythic oligarchies. Where opportunity allows, they murder 
  aspiring hero-gods and cyclopes outright. Otherwise, they 
  frame their victims or provoke them into public outbursts 
  to demonstrate the hero-gods’ moral depravity.
  Ongalte largely works alone, though she has attempted 
  to court the favor of the hero-eating behemoth Ousmariku 
  on several occasions, only to be chased off by the beast. 
  She also used her own power of myth-speaking to uplift 
  her lieutenant Ytildos. Whether he grew wise to Ongalte’s 
  intention to kill him last, or simply embraced the cyclops’s 
  pessimistic outlook, Ytildos defected in 4698 ar, abandoning 
  his patron to become the hero-god of reefs and shipwrecks. 
  When casting bleed gloryMA, mythic severanceMA, steal 
  powerMA, or any other spell that specifically harms mythic 
  creatures, the clerics, inquisitors, and oracles of Ongalte are 
  treated as  mythic sources for the purpose of resisting the 
  spells’ effects. Inquisitors of Ongalte can learn bleed gloryMA 
  as a 2nd-level spell and steal powerMA as a 4th-level spell.
  75
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Michael Sayre
  Whether the trouble is a formidable lich draining power 
  from thousands of enslaved ghosts or a qlippoth funneling 
  stolen souls through an Abyssal stronghold, occasionally the 
  psychopomps must enlist a mortal usher—a living agent 
  imbued with their power and cunning—to travel where 
  even the guardians of the River of Souls cannot tread.
  Hit Die: d8.
  Mortal Usher Prestige Class
  REQUIREMENTS
  To qualify to become a mortal usher, a character must 
  fulfill all the following criteria.
  Alignment: Any neutral.
  Skills: Knowledge (planes) 6 ranks, Knowledge (religion) 
  6 ranks.
  Special: A mortal usher must befriend a psychopomp 
  or perform a deed of great significance in defense of the 
  natural order of life and death. Undead creatures can never 
  become mortal ushers, and a mortal usher who becomes 
  undead immediately loses the benefits of all class features 
  granted by this class except for mortal talents.
  CLASS SKILLS
  The mortal usher’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Diplomacy (Cha), Fly (Dex), 
  Intimidate (Cha), Knowledge (planes) (Int), Knowledge 
  (religion) (Int), Perception (Wis), Sense Motive (Cha), 
  and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are class features of the 
  mortal usher.
  Weapon and Armor Proficiency: A 
  mortal usher gains proficiency with 
  whips and scythes.
  Reaping Strike (Su): At 1st level, 
  whenever a mortal usher deals hit 
  point damage by using the attack 
  action, casting a spell that targets 
  only a single creature, or throwing 
  an alchemical item as a standard 
  action (including an alchemist’s bombs), 
  he deals an additional 1d6 points of damage 
  to the target, plus an additional 1d6 points of 
  damage for every 2 additional class levels he has 
  beyond 1st. This damage is positive energy damage 
  if the target is undead, or negative energy damage if 
  the target is living; creatures that are neither living nor 
  dead, such as constructs, are unaffected by this ability. 
  Vital Strike: At 1st level, a mortal usher gains the 
  Vital Strike feat, and at 6th level he gains the Improved 
  Vital Strike feat, even if he would not normally meet the 
  prerequisites for them. If the mortal usher already has 
  Vital Strike or Improved Vital Strike when he would gain 
  it through this ability, he can immediately swap it for 
  76
  
  another feat for which he qualified at the level he first 
  took it. For the purposes of qualifying for any feat that 
  includes Vital Strike as a prerequisite, the mortal usher 
  can use his class level in place of his base attack bonus, 
  adding this value to his base attack bonus from any other 
  classes he has as normal.
  Mortal Talents: At 2nd level, a mortal usher must 
  choose a class he belonged to before adding the prestige 
  class. At 2nd level and every 2 levels thereafter, the mortal 
  usher gains the class features of an additional level in 
  his chosen class (for example, a wizard 5/mortal usher 
  4 would have the arcane bond benefits, caster level, and 
  spells per day of a 7th-level wizard). He still retains the 
  Hit Dice, base attack bonus, saving throw bonuses, and 
  skill ranks of the prestige class, but gains all other class 
  features of his chosen class at the specified levels.
  Nosoi Plague Mask (Su): At 3rd level, a mortal usher can 
  conjure or dismiss a nosoi plague mask as a free action. 
  This plague mask is a physical manifestation of the mortal 
  usher’s soul and cannot be destroyed or stolen, though its 
  magic can be suppressed by an antimagic field or similar 
  effect. As long as the mortal usher’s nosoi plague mask 
  is conjured, the mortal usher gains the ability to cast 
  invisibility on himself as a standard action with a caster 
  level equal to 5 + his class level.
  In addition, the mortal usher can activate the nosoi 
  plague mask as a standard action, forcing all living and 
  undead creatures within a 60-foot radius to attempt a 
  Will saving throw (DC = 15 + the mortal usher’s class level). 
  Those that fail are fascinated; this effect continues for every 
  round the mortal usher maintains the effect as a swift 
  action and for 1 round thereafter. The mortal usher cannot 
  use the invisibility effect of the plague mask while using 
  its fascinate ability, and a creature that saves against the 
  fascination effect is immune for 24 hours. This is a sonic 
  mind-affecting effect; it can affect undead even though 
  they would normally be immune to mind-affecting effects. 
  Catrina’s Calm (Su): At 5th level, a mortal usher emits 
  a 30-foot-radius aura that acts as a calm emotions spell on 
  creatures within its area, with a DC of 16 + the mortal 
  usher’s class level. Creatures are entitled to a new saving 
  throw each time they reenter the area of the aura after 
  leaving it, and a creature who successfully saves against 
  the aura’s effects is immune to it for 24 hours. The mortal 
  usher can suppress or resume this aura as a swift action.
  Morrigna Wrappings (Su): At 7th level, a mortal usher 
  gains the ability to designate any cloak, scarf, robe, or shirt 
  in his possession as his wrappings, granting it unique 
  powers in addition to any abilities or enchantments it 
  may already have. The wrappings grant the mortal usher 
  a natural armor bonus equal to half his class level as 
  long as it is in his possession, and they can be used as a 
  magic whip that can be wielded even if the mortal usher’s 
  hands are full. When used as a whip, the wrappings gain 
  an enhancement bonus equal to the mortal usher’s class 
  level. These bonuses can be added to the whip to increase 
  its enhancement bonus to a maximum of +5 (minimum 
  +1), or they can be used to add any of the following weapon 
  properties: brilliant energy, disruption (this supersedes the 
  normal requirement that a disruption weapon must be a 
  bludgeoning weapon), flaming, flaming burst, frost, holy, icy 
  burst, shock, shocking burst, unholy, or vorpal. Adding these 
  properties reduces the enhancement bonus granted by 
  this ability by an amount equal to the property’s cost. 
  The mortal usher can change how these properties and 
  enhancements are assigned, or designate a new item as his 
  wrappings, after an 8-hour rest. 
  Vanth Wings (Ex): At 9th level, a mortal usher gains a 
  60-foot fly speed with good maneuverability and resistance 
  to cold equal to 10 + his class level. The mortal usher gains 
  a +5 circumstance bonus on Acrobatics checks and on 
  concentration checks attempted while casting a spell. 
  Yamaraj-Feather Cloak (Su): At 10th level, a mortal 
  usher becomes immune to electricity and death effects, 
  and whenever he is struck by an attack or effect dealing 
  electricity damage, he regains 1 hit point per 3 points of 
  electricity damage the attack or effect would normally deal. 
  If the amount of healing would cause the mortal usher 
  to exceed his maximum hit points, he gains any excess as 
  temporary hit points (maximum 50) that last for 1 hour.
  Mortal Usher
  Level 
  Base Attack Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1st 
  +0 
  +1 
  +0 
  +1 
  Reaping strike +1d6, Vital Strike
  2nd 
  +1 
  +1 
  +1 
  +1 
  Mortal talents
  3rd 
  +2 
  +2 
  +1 
  +2 
  Reaping strike +2d6, nosoi plague mask
  4th 
  +3 
  +2 
  +1 
  +2 
  Mortal talents
  5th 
  +3 
  +3 
  +2 
  +3 
  Catrina’s calm, reaping strike +3d6
  6th 
  +4 
  +3 
  +2 
  +3 
  Improved Vital Strike, mortal talents
  7th 
  +5 
  +4 
  +2 
  +4 
  Morrigna wrappings, reaping strike +4d6 
  8th 
  +6 
  +4 
  +3 
  +4 
  Mortal talents
  9th 
  +6 
  +5 
  +3 
  +5 
  Reaping strike +5d6, vanth wings
  10th 
  +7 
  +5 
  +3 
  +5 
  Mortal talents, yamaraj-feather cloak
  77
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By James Jacobs
  THE REDEEMER QUEEN
  Goddess of artists, exiles, and midnight
  Alignment CN
  Domains Artifice, Chaos, Darkness, Travel, 
  Void (Pathfinder RPG Bestiary 6 319)
  Subdomains ExplorationAPG, IsolationISG, 
  MoonISG, NightAPG, RevelryISG, WhimsyISG 
  Favored Weapon dagger
  Holy Symbol moon with a pair of smirking 
  lips and a seven-pointed crown
  Sacred Animal bat
  Sacred Colors blue, white
  Centers of Worship New Thassilon, Varisia
  Nationality risen demon lord
  Obedience Spend an hour in a secluded 
  location while crafting a work of art. If 
  your hour of work begins at, ends at, or 
  includes the stroke of midnight, then the 
  subject of your art is up to you. Otherwise, 
  your art must include the concept of 
  midnight in some way. When you aren’t 
  adjacent to an ally, gain a +1 morale bonus 
  to your AC and on all saving throws.
  EVANGELIST BOONS
  1: Avoid Society (Sp) vanishAPG 3/day, 
  invisibility 2/day, or nondetection 1/day
  2: Seed of Redemption (Sp) Once per day, 
  you can make a special touch attack against 
  an outsider. On a hit, the outsider becomes 
  staggered for 1 round as it suddenly 
  becomes aware of the fact that it need not 
  follow the ethos and morals of its kind—
  that it can choose options other than the 
  traditions of its ilk. The outsider must also 
  succeed at a Will saving throw (DC = 10 + 
  1/2 your Hit Dice + your Charisma modifier) 
  or become favorably disposed toward you, 
  as if affected by charm monster; in this case the stagger 
  effect persists for 1d4+1 rounds, even if the charm effect is 
  dispelled or negated. Given time, you may be able to convert 
  the outsider from its ways and help it find a new path beyond 
  its alignment, although the GM should adjudicate the time 
  and potential success of such an endeavor. This effect is the 
  equivalent of a 7th-level mind-affecting spell.
  3: False Demise (Su) Once per day, when you are reduced to 
  negative hit points by damage, you are instead reduced to 1 
  hit point and affected by a mislead spell (caster level equals 
  Nocticula
  your character level). The illusory double created by the spell 
  appears to be your dead body.
  EXALTED BOONS
  1: Artist’s Flourish (Sp) crafter’s fortuneAPG 3/
  day, wood shape 2/day, or major image 1/day
  2: Swift Creation (Sp) Once per day as a 
  standard action, you can conjure an object into 
  existence in your vicinity. Objects created in 
  this fashion are always artistic in appearance—
  otherwise this spell-like ability functions as 
  major creation. 
  3: Summon Sculpture (Sp) Once per day, you 
  can summon a construct to do your bidding. 
  This functions as summon monster IX, but you 
  can only choose to summon one iron golem, 
  1d3 stone golems, or 1d4+1 glass golemsB2.
  SENTINEL BOONS
  1: Midnight’s Grace (Sp) true strike 3/day, 
  cat’s grace 2/day, or keen edge 1/day
  2: Sinuous Daggerplay (Ex) You grow a 
  sinuous tail (if you already have a tail, you 
  grow a second one). This tail is prehensile 
  and capable of manipulating and holding 
  small objects, but cannot perform fine 
  manual work as if it were a hand, with 
  the exception of wielding a dagger. When 
  you make a full attack, you can make an 
  additional attack with this tail-wielded 
  dagger. When you do so, you resolve this 
  attack as a primary attack, add your Dexterity 
  modifier to any damage dealt (in addition to 
  any modifiers you might have from Strength), 
  and have a reach that is 5 feet greater 
  than your base reach. Wielding a dagger 
  with your tail in this way does not count 
  as two-weapon fighting for the purposes of determining 
  penalties to attacks made with weapons wielded in your 
  hands. In any round during which you don’t make a full 
  attack but you wield a dagger with this tail, it makes a 
  single attack against an adjacent enemy of your choice—if 
  it hits, it deals no damage but distracts the foe enough so 
  that you gain a +2 circumstance bonus to your Armor Class 
  against that target. You cannot attack with this tail-wielded 
  dagger in any other way, including as a thrown weapon.
  3: Midnight Rejuvenation (Su) Every night at midnight, you 
  gain the benefits of a heal spell and a greater restoration spell 
  (both resolve at a caster level equal to your character level).
  78
  You are not 
  bound by who 
  the world thinks 
  you to be. You 
  are your own 
  soul, and what 
  you choose 
  to do with it 
  is your choice 
  alone. But know 
  this—you are 
  not alone.
  —Beyond Midnight
  
  Outsiders lack something inherent to the mortal condition: 
  free will. When an outsider is created, it is an extension 
  of its home plane, whether it’s a personification of fire or 
  water, good or evil, law or chaos. Only outsiders born on 
  the Material Plane can make their own choices and forge 
  their own destinies. Yet as in any set of rules, there are 
  exceptions, and one of the most striking is the recent rise 
  of Nocticula from the rank of demon lord to full deity.
  No one event triggered Nocticula’s rise from evil. For 
  thousands of years, she served as a patron of assassins 
  and a paragon of destructive lust, yet for many of those 
  centuries she also served as a potent guard against the 
  proliferation of demonic lords—her realm in the Abyss 
  was quite literally built upon the corpses of demon lords 
  she’d slain. Likewise, her rise into the role of Redeemer 
  Queen was built upon these corpses, for with each demon 
  lord she destroyed, she gained not only power, but the 
  conviction to turn against her own nature.
  Whether her full-fledged divinity was caused by her final 
  flight from the evil of the Abyss, the cumulative karma 
  built up from the defeat of so many demon lords, or 
  the metaphysical support of mortal believers is 
  irrelevant to the fact that today, Nocticula exists 
  as a power of her own, separate from the Abyss 
  and no longer a mere demon. Among her first 
  acts upon becoming a deity was the creation 
  of her planar realm—an archipelago of 
  islands extending from the shores of the 
  Boundless Azure Ocean in Elysium into 
  the churning waters of the Maelstrom. 
  This realm, known as Midnight’s 
  Palette, is inspired in some part by her 
  prior realm in the Abyss, yet whereas 
  the components of the Midnight 
  Isles were formed from the bodies 
  of slaughtered demon lords, the 
  lands of Midnight’s Palette took their 
  shapes from the artistic works of 24 of 
  Nocticula’s most devoted worshippers. 
  In time, as her faith grows, more isles 
  will doubtless form from the talents of her faithful.
  Those who venerated Nocticula as a demon lord find 
  themselves faced with a difficult choice. Some certainly 
  followed their goddess and sought to change their ways, 
  but many have stubbornly refused to give up their love of 
  murder and hedonism. These worshippers have gravitated 
  to other demon lords, particularly to Shax, Socothbenoth, 
  and Zura. Nocticula’s old realm of the Midnight Isles 
  remains under the control of Shamira, who is the most 
  likely candidate to ascend from nascent demon lord to 
  full demon lord and fill the vacancy Nocticula left behind. 
  Shamira bears no ill will toward her prior mistress, but 
  other demon lords and their cults are eager for vengeance, 
  if only out of fear that they themselves might someday 
  “lose their way” from the pleasures of violence and sin.
  The faith of the Redeemer Queen is spreading quickly, 
  particularly through New Thassilon, where one-time 
  Runelord Sorshen functions as Nocticula’s most powerful 
  supporter. What role the faith has to play in the world at 
  large remains to be seen, but as long as despots suppress 
  artistic integrity, as long as society rejects eccentrics, and 
  as long as those who find nothing to fear from the darkest 
  reaches of the night endure, her religion will only grow.
  79
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Adam Daigle
  Chelarac
  This monstrous creature appears to be an enormous spider with 
  a humanlike head. Sickly blisters holding squirming young cover 
  the creature’s abdomen.
  CHELARAC 
  CR 8
  XP 4,800
  NE Large aberration 
  Init +8; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 22, touch 14, flat-footed 17 (+4 Dex, +1 dodge, +8 natural, 
  –1 size)
  hp 114 (12d8+60)
  Fort +9, Ref +8, Will +11
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +15 (1d10+10 plus poison and siphon knowledge)
  Space 10 ft.; Reach 5 ft.
  Special Attacks release brood
  STATISTICS
  Str 25, Dex 18, Con 20, Int 19, Wis 17, Cha 16
  Base Atk +9; CMB +17; CMD 32
  Feats Alertness, Combat Expertise, Dodge, Improved Feint, 
  Improved Initiative, Mobility
  Skills Bluff +12, Climb +15, Diplomacy +12, Knowledge 
  (arcana) +10, Knowledge (dungeoneering) +10, Knowledge 
  (history) +10, Knowledge (local) +13, Knowledge (nature) 
  +10, Knowledge (planes) +10, Knowledge (religion) +10, 
  Perception +22, Sense Motive +19, Stealth +15
  Languages Aklo, Common, Undercommon; broodspeak
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Broodspeak (Su) A chelarac can communicate telepathically 
  with its broodlings at a range of 1,000 feet.
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 
  6 rounds; effect 1d6 damage and 1 Int damage; cure 1 save.
  Release Brood (Ex) If a chelarac takes more than 15 points 
  of damage from an attack that deals piercing or slashing 
  damage, one of the blisters on its abdomen pops, releasing 
  a chelarac broodling. Or as a full-round action, a chelarac can 
  intentionally burst one of the blisters and release a broodling. 
  A chelarac can release only up to 1d6 broodlings each day.
  Chelarac
  Siphon Knowledge (Su) A chelarac can drain knowledge 
  from its victims. Any intelligent creature that takes damage 
  from a chelarac’s bite must succeed at a DC 19 Will save or 
  have 1d6 hours of its memory absorbed by the chelarac. 
  The target creature still retains its memories, but it might 
  recall some of the details incorrectly. The save DC is 
  Charisma-based.
  CHELARAC BROODLING 
  CR 2
  XP 600
  NE Small aberration 
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 22 (3d8+9)
  Fort +4, Ref +4, Will +5
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+3 plus poison)
  STATISTICS
  Str 14, Dex 17, Con 16, Int 11, Wis 14, Cha 11
  Base Atk +2; CMB +3; CMD 17
  Feats Dodge, Mobility
  Skills Climb +10, Knowledge (history) +3, Knowledge (local) +3, 
  Perception +8, Stealth +13
  Languages Common, plus one other language
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round 
  for 6 rounds; effect 1 Int damage; cure 1 save.
  Chelaracs appear as enormous spiders that have a human 
  head with spiderlike mouthparts. They are usually a 
  greenish-yellow hue, and their abdomen is covered in 
  dozens of fluid-filled sacs in which their young gestate. A 
  typical chelarac stands 7 feet tall, has a leg span of 10 feet, 
  and weighs over 800 pounds.
  Chelaracs are dangerous monsters that become even 
  more dangerous as the fight goes on. Thankfully, these 
  reclusive creatures live in isolated lairs underground 
  or within ruins far from regular foot traffic. Some 
  adventurers initially mistake chelaracs for araneas, often 
  underestimating their danger.
  These creatures can siphon memories from their 
  victims, and they use this stolen knowledge to gain a better 
  understanding of the outside world. Since they are typically 
  encountered by explorers and adventurers, chelaracs obtain 
  exciting and esoteric lore from their victims. Chelaracs 
  80
  
  are also long-lived, their life spans sometimes lasting for 
  thousands of years. Taken together, this means that chelaracs 
  can become living libraries of obscure lore and valuable 
  information that would otherwise be lost to the march of 
  time. Some creatures seek out chelaracs in hopes of learning 
  from them; few chelaracs welcome strangers into their lairs, 
  so interested parties must bargain with the monsters for 
  their secrets. These bargains usually involve the stranger 
  voluntarily subjecting herself to the chelarac’s bite so that 
  the monster can siphon her memories in exchange for the 
  sought-after lore.
  Perhaps the most disturbing thing about chelaracs is the 
  blister-like sacs that protrude from their abdomens, which 
  hold their wriggling young. Chelaracs reproduce through 
  parthenogenesis and thus do not require another chelarac 
  to mate. Creepy enough by themselves, chelarac broodlings 
  are only more terrifying in that their humanlike faces match 
  the faces of victims from whom their parent has siphoned 
  knowledge. The memories siphoned from victims are 
  passed down to the young chelaracs as well. This effect can 
  happen immediately, resulting in disturbing encounters 
  with a chelarac. A victim of the chelarac’s siphoning 
  might be surprised to see a young chelarac emerge with 
  his own face or that of someone the victim knows. In 
  addition, when young chelaracs emerge they babble stolen 
  memories, making for an uncomfortable and potentially 
  embarrassing encounter with the brood.
  A chelarac can choose when to release a broodling and 
  can keep one in its brood sac for an indefinite amount 
  of time. A broodling grows to its young stage and then 
  remains in stasis until the chelarac hatches it or the sac is 
  ruptured. Young chelaracs rarely spend more than a day 
  with their parent before scuttling off into the darkness to 
  find their own lair. Broodlings grow at a surprising rate, 
  reaching full adulthood in a matter of months. Newly 
  hatched broodlings are less reticent to share their 
  stored memories, and strangers can more easily 
  ask these young monsters 
  for information. 
  An obscure text written 
  by a Darklands alchemist 
  includes a formula to make 
  a substance that can be 
  combined with the blood of 
  a chelarac. The text claims 
  that if the alchemist mixes 
  this 
  substance 
  with 
  the 
  chelarac’s blood and drinks 
  the resulting concoction, 
  the drinker is able to access 
  a wealth of memories that 
  were siphoned and stored 
  in the monster’s mind.
  Spawned at PaizoCon!
  This monster was created during the two-hour panel at 
  PaizoCon 2018 for concepting and designing monsters. The 
  first hour—during which we talked generally about the 
  features that make a monster interesting—was hosted by 
  Sarah Robinson, Michael Sayre, Taylor Fischer (Artist Guest of 
  Honor), and myself. The second hour—in which we delved 
  into rules considerations and creating a balanced monster 
  from a game standpoint—was hosted by Amanda Hamon, 
  Logan Bonner, Taylor Fischer, and myself. During the two 
  hours, Taylor sketched designs based on the conversation, 
  allowing the hosts and audience to play off the illustration 
  as it was being created.
  Unfortunately, when it came time to order this art for this 
  volume, Taylor was unavailable, so our art directors reached 
  out to Arthur Nakhodikin to finish up Taylor’s design.
  I love this kind of design. It’s uniquely collaborative, 
  and it was amazing to have an artist in the room sketching 
  out ideas live while we reacted to them and amended our 
  design based on what we were seeing on the projector. 
  I’d like to thank the attendees of both hours of panels for 
  their insightful input and I’d especially like to thank Taylor 
  for using their awesome illustration skills to render this 
  monstrosity amid the chaos of an open Q&A panel.
  81
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Eleanor Ferron
  Presented below is a bloodline for bloodragers (Pathfinder 
  RPG Advanced Class Guide 15) connected to legendary birds 
  of life and flame, as well as an archetype for unchained 
  summoners (Pathfinder Unchained 25) whose unplanned 
  bond to an eidolon offers greater power at the cost of a 
  personal sacrifice.
  PHOENIX BLOODLINE 
  (BLOODRAGER)
  One of your ancestors may have witnessed the fiery 
  resurrection of a phoenix or been healed by the grace 
  of this legendary bird. Whatever the case, the flames of 
  the phoenix burn brightly within your soul, filling you 
  with an inextinguishable vitality that can withstand the 
  most harrowing of assaults. When you bloodrage, vibrant 
  energy boils forth from beneath your skin, granting you 
  both the soothing warmth to heal a friend’s wounds and 
  the brutal power to burn flesh from bone. Your rage is an 
  awesome and terrible thing to behold, as the raw power 
  of your untamed life force can allow you to pull yourself 
  back from the grasp of death itself. 
  Bonus Feats: Combat Reflexes, Critical Focus, Diehard, 
  Dodge, Endurance, Improved Initiative, Mobility.
  Bonus Spells: Burning hands (7th), lesser restoration (10th), 
  cure serious wounds (13th), fire shield (16th).
  Bloodline Powers: When you bloodrage, you channel 
  the molten fires of the phoenix to sear your foes and fill 
  your allies with an unquenchable vigor.
  Dispelling Strikes (Su): At 1st level, when you confirm a 
  critical hit against a target, you can also attempt to dispel 
  the target as if you had cast dispel magic as a bloodrager spell 
  and used the targeted dispel function. You can dispel only a 
  single magical effect per use of this ability, and you can use 
  this ability against a particular creature only once per day. 
  At 8th level, you gain a +2 bonus on your dispel check when 
  using this ability. At 20th level, you can attempt to dispel 
  all magical effects on your target when using this ability.
  Heart of Fire (Su): At 4th level, you gain fire resistance 5. 
  Whenever you are subjected to a magical healing effect 
  from a cure spell, you regain 1 additional hit point per 
  die rolled. At 8th level, your fire resistance increases to 10, 
  and you regain 2 additional hit points per die rolled when 
  you are healed by a cure spell.
  Blazing Vitality (Su): When tensions run high and your 
  emotions flare, you let forth waves of restorative energy 
  from within. At 8th level, you emit a 10-foot-radius aura 
  Soul of the Phoenix
  of energizing fire while bloodraging. Any ally that ends 
  their turn within this aura gains a number of temporary 
  hit points equal to your Constitution modifier. These 
  temporary hit points last for 1 minute.
  Molten Wings (Su): At 12th level, when entering a 
  bloodrage you can choose to have wings of flame sprout 
  from your back, giving you a fly speed of 60 feet with 
  average maneuverability. At 16th level, your fly speed 
  increases to 80 feet with good maneuverability.
  Self-Resurrection (Su): From the ashes of your body 
  springs forth new life. At 16th level, once per day when you 
  are reduced below 0 hit points while you are bloodraging, 
  you can call upon the power in your blood to pull yourself 
  back from death. This functions as a breath of life spell cast 
  upon yourself. At 20th level, this instead functions as a 
  heal spell, except that the healing can return you to life 
  as per breath of life, using your bloodrager level as your 
  caster level. Using this ability does not take an action. 
  This ability does not function if your body is completely 
  destroyed by an effect such as disintegrate.
  Phoenix Fire (Su): The power of the phoenix brings 
  righteous destruction to any who oppose it. At 20th level, 
  while bloodraging, you gain the following effects: your 
  melee attacks deal an additional 2d6 points of fire damage, 
  any enemies within 20 feet of you must succeed at a Reflex 
  save (DC = 10 + 1/2 your bloodrager level + your Constitution 
  modifier) or take 4d6 points of fire damage at the start of 
  their turn, and any creature that attacks you with a natural or 
  non-reach weapon takes 1d6 points of fire damage (no save) 
  with each successful hit.
  SOULBOUND SUMMONER 
  (UNCHAINED SUMMONER 
  ARCHETYPE)
  Not everyone who becomes a summoner is an intentional 
  dabbler in the arcane arts. Soulbound summoners, as a 
  rule, never set out to bind their soul to a dangerous and 
  enigmatic power. Rather, they have found themselves 
  unintentional masters of eidolons through incredible 
  circumstances. Most common are those who forged 
  their pacts with an outsider out of a mutual desire for 
  self-preservation. Other soulbound summoners never 
  contacted a true outsider at all, instead manifesting an 
  eidolon from their minds in response to mental or 
  magical trauma. The events that create such a summoner 
  result in the eidolon fusing entirely to the summoner’s 
  psyche. These accidental summoners lack the practiced 
  82
  
  skill at reaching across planes that most summoners 
  have, but their intense bond with their eidolon grants 
  both summoner and outsider unusual power.
  Pactbond Curse (Ex): A soulbound summoner’s 
  metaphysical connection with his eidolon has profound 
  effects on both of them. The eidolon’s alignment always 
  matches that of the soulbound summoner, regardless of 
  its subtype. In addition, at 1st level, the summoner must 
  choose an oracle curse (Advanced Player’s Guide 43), using 
  his summoner level as his oracle level for determining 
  the curse’s effects. Once this choice is made, it cannot be 
  changed. A summoner that gains spells for his list of spells 
  known as a result of his curse must be able to cast spells of 
  the appropriate level in order to cast the learned spell.
  The glowing rune that the soulbound summoner shares 
  with his eidolon always appears on a place symbolic of his 
  pactbond curse. For example, a summoner who chooses 
  the clouded vision curse might have his summoner’s 
  rune manifest on one of his eyes, while a summoner who 
  chooses the tongues curse might have his summoner’s 
  rune appear on his lips. A soulbound summoner’s 
  eidolon is summoned from his own psyche rather than a 
  different plane, so spells such as banishment and dismissal 
  do not work when cast on the eidolon.
  This alters the eidolon class feature.
  Soulbound Life Link (Su): The essence of a 
  soulbound summoner’s eidolon resides within 
  the summoner’s mind and soul instead of a home 
  plane, and he can use this connection to restore 
  his eidolon with his own vitality. The summoner can 
  use his life link ability to sacrifice any number of his hit 
  points without using an action. Each hit point sacrificed 
  in this way heals the eidolon for 1 point of damage. The 
  soulbound summoner can use this ability even after the 
  eidolon has been killed and sent back to its summoner’s 
  mind; if the eidolon is healed enough that its hit point 
  total is above 0, it can be summoned again as normal.
  This alters life link.
  Weakened 
  Summoning: 
  A 
  soulbound 
  summoner’s eidolon is usually the result of 
  unintended magic, trauma, or a singular 
  pact, instead of rigorous arcane study. 
  Soulbound summoners do not gain the 
  ability to cast the summon monster or 
  gate spells as a spell-like ability.
  Soulbound Evolution: A soulbound 
  summoner’s eidolon gains power from its 
  unusually strong bond with its summoner. 
  At 3rd level, and again at 5th, 7th, and 9th level, 
  the eidolon adds 1 point to its evolution pool. 
  At 11th level, and again at 15th, 17th, and 
  19th level, the eidolon adds 2 points 
  to its evolution pool. At 7th level, 
  the eidolon can select evolutions even if it does not meet the 
  subtype requirements for that evolution. 
  At 13th level, the eidolon can draw from its summoner’s 
  power to cast spells. The spell must be a spell that the 
  summoner knows, and the summoner must expend 
  two spell slots of the same spell level or higher to allow 
  the eidolon to cast the spell. Expending spell slots in 
  this way does not take an action. The eidolon uses the 
  summoner’s caster level, feats, and casting statistics for all 
  spellcasting purposes. The eidolon must be able to meet 
  all other requirements for casting the spell, such as being 
  able to speak for spells requiring verbal components and 
  providing any material components or focuses for spells 
  that require them. The eidolon must be able to move its 
  body to cast spells with somatic components, but it does 
  not need to have the limbs (arms) evolution.
  83
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Thurston Hillman
  Dear Aspiring GM,
  So you’ve decided to get a group together and host 
  the first of what is sure to be many great games of 
  Pathfinder. Excellent! It’s a good thing you’ve found 
  this article, then, because as I’m sure you know by now, 
  being the Game Master is no easy task, and there’s a 
  dearth of good advice out there for first-time GMs. Sure, 
  there are entire products on the subject—such as the 
  GameMastery Guide to name just one—that promise to 
  help you become a better host and Game Master. But 
  those books are just so long. Wouldn’t it be nice to 
  condense the sagely advice of a practiced GM into a 
  single article? Fear not! For I, humble servant of Shax 
  the Demon Lord of Lies, Murder, and Good Fun Games, 
  have done just that! In the following paragraphs, you 
  will find foolproof ways of enhancing your games and 
  making sure everyone at the table has a miserable—er, I 
  mean, glorious—time playing Pathfinder!
  In the following paragraphs, you’ll learn everything 
  you need to start a thrilling game session, run a balanced 
  encounter, and close the adventure with a satisfying 
  conclusion. The advice herein has been edited and 
  approved by Shax the Blood Marquis himself, so you can 
  rest assured that you are in great talons—I mean hands.
  Shax’s House of Pain!
  PREPARING FOR A GOOD GAME
  Atmosphere is key to running a great game. Mood lighting 
  is the oldest tip in the book, so kick it up a notch by not 
  having any lights at all. A thematic soundtrack and sound 
  effects can also immerse your players, but electronic 
  devices have a way of causing distraction, so keep things 
  simple by designating a player to continually blow across 
  the top of an empty jug. Finally, no word on atmosphere 
  would be complete without considering seating—which 
  is to say, avoid it at all costs. You as the GM may relax in a 
  stately wingback or imperious leather chair, but studies* 
  have shown that human beings are designed to stand 
  rather than sit, so ensure your players are comfortable by 
  putting down hard slabs of granite on the floor around 
  the table for them to perch upon.
  * Studies were conducted in a controlled environment 
  in the Abyssal horror house of Charnelhome. Shax would 
  like to thank the 666 test subjects who participated in the 
  research experiment titled “Sitting vs. Standing: Enforcing 
  Fun Under Extreme Duress.”
  RUNNING A GREAT ENCOUNTER
  I like to start a session of Pathfinder in the middle of a 
  good old-fashioned battle. In Latin, this is known as 
  in media res, which means “at half health.” So, before the 
  game begins, let the players know that their 
  characters have already taken significant 
  damage and are surrounded by invisible 
  foes. If you really want to have a good time, 
  randomly select one of the characters to 
  start the game unconscious—or pick the 
  character of whichever player brought the 
  worst snacks. It’s not that you have a grudge 
  against this player, it’s just that nobody here 
  even likes kombucha, Richard, so would you 
  please stop trying to share your scoby and 
  just bring some soda next time.
  It’s critical at this point that the first battle 
  of the session be as exciting and high-stakes 
  as possible. For monsters, I suggest a pack 
  of shadows or greater shadows. These are 
  extremely fun monsters because they deal 
  Strength damage with no saving throw, so it’s 
  almost guaranteed that one or more of your 
  PCs will fall unconscious. Then, just when 
  the PCs seem to have overcome the odds 
  and won the battle, have the unconscious PCs 
  84
  
  suddenly emerge as new shadows. (The Bestiary says that the 
  PCs don’t respawn as shadows until 1d4 rounds after they die, 
  but this is one of those times when it’s perfectly acceptable 
  to fudge the rules. How could the players possibly have fun 
  if they could predict when their characters were about to 
  irreversibly transform into ghastly undead controlled by the 
  GM?)
  Finally, keep time in mind. It’s a good idea to keep 
  the action fast-paced and steadily flowing during this 
  opening scene; I recommend the first encounter last 
  about 2 or 3 hours.
  no, But...
  In improv groups, there’s a clever expression that’s 
  useful to remember, about how storytelling is a collective 
  effort and participants should play off of each other to 
  create a wonderful tale. I can’t remember the expression 
  exactly, since I was kicked out of my last improv group 
  halfway through the first meeting because I wouldn’t 
  stop suggesting “a dragon in a diaper” for scenes, but I 
  think it was something like, “No, but.” Anyway, this is a 
  fundamental part of playing tabletop roleplaying games, 
  because it’s your job as GM to remind the players that the 
  game is cooperative; that is, your players need to cooperate 
  with you to ensure your story is a great success.
  Use “No, but” as much as possible. For example, when 
  the party’s barbarian says she wants to grab a jungle vine 
  and swing across the riverbanks to safety, say, “No, but 
  you try to grab a vine that turns out to be a snake. It bites 
  you very badly. Attempt a Fortitude save versus poison.” If 
  the wizard is trying to cast a spell while ducking behind 
  cover from crossbow-wielding assassins, say, “No, but the 
  assassins shoot a bolt right at your wand, shattering it into 
  a thousand pieces.” If the player of said wizard is holding a 
  drink or pencil, increase the verisimilitude by walking over 
  and smacking the object right out of that player’s hand. 
  Remember: create a fun atmosphere!
  INTO THE MEAT (AND BONES 
  [AND SOUL])
  It’s one thing to dole out pain—er, that is, fun—in the 
  abstract, but what about the nuts and bolts of the game 
  system? Here are some quick and dirty tips to ensure your 
  sessions are unforgettable.
  Battlefield Traps: The best traps feature at least three 
  different interactions that can make them much, much 
  worse. In game design parlance, this is called telegraphing, 
  which means making the outcomes of various interactions 
  (such as pulling a switch or pressing a button) as opaque and 
  unpredictable as possible. For instance, when the party’s 
  rogue is getting torn to shreds by the impossible-to-disarm 
  scythe traps swinging out of the walls (see Challenge Rating 
  above), and the inquisitor pulls a lever on the other side 
  of the room, the lever shouldn’t deactivate the traps like it 
  always does in the movies. Instead, have the lever dump a 
  bucket of acid onto the rogue from overhead. By using this 
  tip, you can literally add what I call S.A.L.T. to your players’ 
  wounds: Such A Lovely Time.
  Experience and Rewards: It’s no secret that one thing 
  players seem to love is collecting awesome loot and 
  leveling up their characters. But once again, studies* show 
  that this may not be so—that, in fact, people have the best 
  time and are most creative when there is no promise of 
  extrinsic reward. At the end of a session, remind players 
  that the experience of gathering around the table with 
  their beloved friends is a priceless reward all by itself. 
  If players insist that their characters earn at least some 
  treasure, offer them each the token sum of 1 Fun Buck. 
  (Fun Bucks, of course, being the artificially inflated 
  currency designed exclusively for use at your game table.)
  * Shax would like to thank the 130 mortal souls who 
  participated in the study “Hard Labor and Compensation: 
  Tracing the Brink of Human Mental Collapse.”
  A FINAL MAD SCRAWLING
  Congratulations! You’ve run a successful game of 
  Pathfinder. By now, you’re no doubt basking in 
  the glowing smiles and embraces of your adoring 
  supplicants—that is, friends. If by chance you’ve found 
  yourself alone at the game table at the end of the session, 
  take heart: genius is often underappreciated, and the 
  disappearance of a few ungrateful players is a small 
  price to pay for the knowledge that you have created a 
  truly unforgettable experience. 
  —Thurston Hillman
  Loyal Servant of Shax
  Satire Alert
  A paizo.com blog entitled “Shax’s House of Pain!” 
  established much of what is written on these pages. At 
  its heart, “Shax’s House of Pain” was a satiric discussion 
  of ridiculous and “hard mode” style encounters that could 
  (but likely never should) be crafted by canny GMs. What 
  followed was a steady trickle of requests to see such a 
  dastardly adventure in print. While such an adventure 
  is beyond the confines of any product we could hope to 
  publish, this article may appease GMs of a quietly sadistic 
  nature, as it discusses various means of crafting suitably 
  difficult (read: unfair) encounters for players and their 
  characters to experience.
  This article was written with good humor, to bring some 
  levity to the normally sober topic of gamemastering. Put 
  simply: Shax and any one of his minions wouldn’t be a 
  very good (or, at least, fun) GM to play with, so try not to 
  follow his example.
  85
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Robert G. McCreary
  THALESTRIS MYTILINOS 
   
  CR 17/MR 2
  XP 102,400
  Female aasimar gunslinger (pistolero) 17/champion 2 
  (Pathfinder RPG Bestiary 7; Pathfinder RPG Ultimate 
  Combat 9, 51; Pathfinder RPG Mythic Adventures 20)
  CN Medium outsider (native)
  Thalestris Mytilinos
  Init +13; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 41, touch 29, flat-footed 28 (+9 armor, +5 deflection, 
  +8 Dex, +5 dodge, +1 insight, +3 natural)
  hp 178 (17d10+61)
  Fort +17, Ref +24, Will +14
  Defensive Abilities evasion, hard to kill, improved uncanny 
  dodge, nimble +4; Resist acid 5, cold 5, electricity 5
  OFFENSE
  Speed 30 ft.
  Melee +1 keen kukri +19/+14/+9/+4 (1d4+2/15–20) or
  mwk rapier +19/+14/+9/+4 (1d6+1/18–20)
  Ranged +2 distance double-barreled pistol +24/+19/+14/+9 
  (1d8+14/19–20/×4), +1 distance double-barreled pistol 
  +23 (1d8+13/19–20/×4)
  Special Attacks deeds (bleeding wound, dead shot, 
  deadeye, evasive, expert loading, gunslinger initiative, 
  gunslinger’s dodge, lightning reload, pistol-whip, quick 
  clear, slinger’s luck, targeting, twin shot knockdown, up 
  close and deadly +4d6, utility shot), grit (7), gunslinger’s 
  panache, mythic power (7/day, surge +1d6)
  Spell-Like Abilities (CL 17th; concentration +22)
  1/day—daylight, prestidigitation
  STATISTICS
  Str 13, Dex 28, Con 14, Int 12, Wis 12, Cha 20
  Base Atk +17; CMB +18; CMD 48
  Feats Clustered ShotsUC, Deadly AimM, Deft Shootist DeedUC, 
  Dodge, Extra GritUC, GunsmithingUC, Improved Critical (double-
  barreled pistol), Iron WillM, Mobility, Point-Blank Shot, Precise 
  Shot, Quick Draw, Rapid Reload, Two-weapon Fighting
  Traits Magical Talent (Prestidigitation), Osirionologist
  Skills Acrobatics +26, Bluff +17, Climb +8, Craft 
  (alchemy) +10, Diplomacy +7, Disable Device +18, 
  Escape Artist +8, Fly +9, Intimidate +22, Knowledge 
  (engineering) +6, Knowledge (history) +6, Knowledge 
  (local) +6, Knowledge (religion) +2, Perception +23, Sleight 
  of Hand +12, Swim +3; Racial Modifiers +2 Diplomacy, 
  +2 Perception
  Languages Ancient Osiriani, Celestial, Common
  SQ amazing initiative, extra mythic featMA, fleet chargeMA, 
  gunsmith, limitless rangeMA, pistol training
  Combat Gear oils of align weapon (2), potions of cure moderate 
  wounds (2), potions of cure serious wounds (2), potion of 
  hide from undead, potions of lesser restoration (2), potion 
  of neutralize poison, potions of protection from evil (2), 
  scabbard of vigorUE, unfettered shirtUE, adamantine bulletsUE 
  (20), cold iron bulletsUE (20), silver bulletsUE (20), powder 
  86
  
  hornUE with 10 doses of black powder; Other Gear celestial 
  armor, +1 distance double-barreled pistolUE with 50 paper 
  cartridgesUE and weapon cordUE, +2 distance double-barreled 
  pistolUE with 50 paper cartridgesUE (held in glove of storing), 
  +1 keen kukri, mwk rapier (held in scabbard of vigor), 
  amulet of natural armor +3, belt of physical might +4 (Dex, 
  Con), burglar’s bracersUE, cape of free will +5/+6MA, dusty 
  rose prism ioun stone, glove of storing, golembane scarab, 
  handy haversack, headband of alluring charisma +4, ring of 
  protection +5, scarab of protection, veil of fleeting glancesUE, 
  bedroll, belt pouch, courtier’s outfit, crowbar, explorer’s 
  outfit, fine wine (2 bottles), gunsmith’s kitUE, mirror, portable 
  alchemist’s labUE, smoked gogglesUE, sunrods (5), trail rations 
  (10 days), waterskins (2), signet ring (worth 50 gp), 2,522 gp
  SPECIAL ABILITIES
  Gunslinger’s Panache (Ex) Thalestris uses her Charisma 
  modifier, rather than her Wisdom modifier, to determine the 
  number of grit points she gains at the start of each day and 
  her maximum grit.
  Growing up as the adopted daughter of a minor Taldan 
  noble family in a small village on Taldor’s eastern frontier, 
  Thalestris Mytilinos knew little of her true heritage. The 
  Mytilinos family lovingly raised her along with her three 
  foster siblings, but Thalestris was always an outsider, in 
  both her origins and her appearance—especially her white 
  hair and bright green eyes. Her adoptive mother had always 
  whispered that she had “the blood of angels” in her, but 
  Thalestris had no idea how true that was until her twelfth 
  birthday, when she manifested the first magical signs of her 
  aasimar heritage. Thalestris had always felt different from 
  those around her, but now she found herself even more 
  distanced her from her siblings and peers, and she began 
  rebelling and lashing out, even engaging in petty crimes. 
  Finally, her actions became dangerous and embarrassing 
  enough to her family that her parents sent her away to an 
  exclusive private boarding school in Oppara.
  Thalestris soon discovered the “boarding school” was 
  more of a reform school for troubled young aristocrats. 
  Everyone there had problems of one sort or another, and 
  for the first time in her life, Thalestris no longer felt like 
  an outsider. In a school full of misfits, Thalestris finally 
  felt comfortable with herself. She flourished in her studies, 
  learning self-reliance and, more importantly, to accept 
  herself as she was. Thalestris became determined to make 
  her own name for herself and to forge her own destiny. 
  Upon graduating from boarding school, Thalestris shocked 
  her family by apprenticing herself to an itinerant gunslinger 
  to learn the twin arts of firearms and gunsmithing.
  After she completed her training, Thalestris wandered 
  the Inner Sea region for several years, selling her services as a 
  gun for hire to adventuring parties, town guards, mercenary 
  companies, and trade organizations. She became known 
  for her brash and swashbuckling fighting style, wielding a 
  double-barreled pistol in each hand. Eventually, Thalestris 
  ended up in Osirion, drawn to the mysteries of that nation’s 
  ageless desert ruins. 
  In the dusty tombs of Ancient Osirion, Thalestris became 
  adept at fighting undying guardians from another age, 
  especially golems and the restless undead. After a few years, 
  Thalestris joined a group of adventurers from Varisia. These 
  brave travelers had come to Osirion to destroy a forgotten 
  pharaoh who sought to rise from the dead and release his 
  patron Rovagug to destroy the world. In a vast, hidden 
  necropolis, the heroes battled through countless minions 
  of the undying pharaoh to put an end to his apocalyptic 
  plans. Thalestris died twice in the endeavor—the first 
  time, Pharasma herself returned Thalestris to life, and her 
  companions resurrected her the second time—and she even 
  lost her soul for a short time to the group’s undead nemesis.
  But the adventurers’ most difficult challenge came 
  when they fell under the influence of Rovagug, who 
  forced Thalestris and her friends to revisit their pasts and 
  attempted to destroy them using their own memories, 
  personified as an exceptionally powerful Sandpoint Devil. 
  Their victorious battle against this creature was the heroes’ 
  moment of mythic ascension. Thalestris chose the mythic 
  path of the champion, and she was rewarded with the truth 
  of her heritage and a brief, joyous meeting with her angelic 
  birth mother. Thalestris and her companions eventually 
  faced and destroyed their undying enemy, preventing 
  Rovagug’s release and saving Golarion from destruction. 
  Thalestris has since semiretired, but she has found herself 
  unable to settle down, and she frequently wanders the lands 
  of the Inner Sea in search of trouble. Most recently, she was 
  spotted in Nirmathas, on the road to Lastwall.
  Designer’s Notes
  Thalestris Mytilinos was Starfinder Creative Director Rob 
  McCreary’s character in Pathfinder Creative Director James 
  Jacobs’s “Sands of the Scorpion God” campaign, which 
  brought the heroes from his earlier “Shadows Under 
  Sandpoint” campaign from Varisia to Osirion. Thalestris 
  joined the barbarian Ostog the Unslain (played by Erik 
  Mona; see page 88), the sorcerer Velmarius Elazarin 
  (played by Jason Bulmahn), the bard Styrian Kindler 
  (played by F. Wesley Schneider), and the paladin Howell 
  B. Talbot III (played by Tim Nightengale) in an epic 
  adventure in which they fought undead, demons, and 
  even a mythic Sandpoint Devil to become mythic heroes. 
  The campaign ended in 2015, but Thalestris stands ready 
  to enter battle once more should she be needed!
  For a look at the backgrounds and early stat blocks of 
  some of these long-running Paizo staff characters, see 
  Pathfinder Campaign Setting: NPC Guide.
  87
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Erik Mona
  “I am Ostog the Unslain! Nothing can kill me. Not sword. Not 
  spell. And certainly not you!”
  OSTOG THE UNSLAIN 
   
  CR 17
  Male human barbarian (savage barbarian) 17 (Pathfinder RPG 
  Advanced Player’s Guide 79)
  CG Medium humanoid (human)
  Init +5; Senses Perception +21
  DEFENSE
  AC 33, touch 18, flat-footed 27 (+6 
  armor, +3 deflection, +3 Dex, +3 
  dodge, +1 insight, +9 natural, 
  –2 rage)
  hp 301 (17d12+134)
  Fort +17, Ref +8, Will +10 (+4 
  vs. enchantments); +3 
  morale bonus vs. fear
  Defensive Abilities 
  improved uncanny 
  Ostog the Unslain
  dodge, indomitable will, naked courage +3, natural 
  toughness +4; Immune frightened, shaken
  OFFENSE
  Speed 40 ft.
  Melee Gnarlfang (+3 frost greatsword) +30/+25/+20/+15 
  (2d6+16/17–20 plus 1d6 cold) or
  adamantine warhammer +27/+22/+17/+12 (1d8+9/×3)
  Ranged mwk composite shortbow +21/+16/+11/+6 
  (1d6+6/×3)
  Special Attacks greater rage (40 rounds/day), rage powers 
  (clear mind, fearless rage, flesh woundAPG, guarded stance +3, 
  intimidating glare, renewed vigor 4d8+7, rolling dodge +3, 
  strength surge +17)
  Base Statistics When Ostog is not raging, his stats are AC 
  35, touch 20, flat-footed 29; hp 250; Fort +14, Will +7; 
  Melee Gnarlfang +27/+22/+17/+12 (2d6+12/17–20 plus 
  1d6 cold) or adamantine warhammer +24/+19/+14/+9 
  (1d8+6/×3); Str 22, Con 18; CMB +23, CMD 43; Skills 
  Climb +16, Swim +15.
  STATISTICS
  Str 28, Dex 16, Con 24, Int 8, Wis 14, Cha 14
  Base Atk +17; CMB +26; CMD 44
  Feats Bleeding Critical, Blinding Critical, Cleave, 
  Crippling CriticalAPG, Critical Focus, Diehard, 
  Endurance, Improved Critical (greatsword), Power 
  Attack, Weapon Focus (greatsword)
  Skills Acrobatics +13 (+17 to jump), Bluff +9, Climb +19, 
  Diplomacy +11, Handle Animal +6, Intimidate +15, 
  Perception +21, Ride +7, Sense Motive +4, Survival +9, 
  Swim +18
  Languages Common, Skald
  SQ fast movement, tireless rage, traits (exile, killer)
  Combat Gear potion of cure light wounds (4), potion 
  of fly, potion of lesser restoration, potion of protection 
  from evil (7), minor ring of spell storing (cure serious 
  wounds), scarab of protection (not worn), alchemist’s 
  fire (3), antitoxin, holy water (3); Other Gear 
  Gnarlfang, adamantine warhammer, mwk 
  composite shortbow (+6 Str) with 20 arrows, 
  amulet of natural armor +5, belt of physical 
  might +2 (Str, Con), bracers of armor +6, dusty 
  rose prism ioun stone, handy haversack, ring 
  of protection +3, winged boots, blanket, cold 
  weather outfit, figurine of the goddess Heru, 
  flask, grappling hook, hemp rope (50 ft.), 
  hot weather outfitUE, signet ring, torch 
  (5), waterskin, 6,616 gp
  88
  
  The rousing verses of the Ostogsaga recount a seemingly 
  endless (and always growing) tale of sword slices, axe 
  gouges, poisonings, monster maulings, arcane blasts, and 
  mind tricks meant to test the mettle of the unstoppable 
  Ulfen hero Ostog the Unslain. Set to a traditional melody 
  of the northland folk and with a structure suitable for 
  improvisational additions, the impossible tales of Ostog’s 
  derring-do seem to grow in scope with each telling, so 
  sorting out the truth from the legend becomes increasingly 
  difficult with each passing year.
  Discerning scholars turn to Styrian Kindler’s eyewitness 
  Account of Ostog the Unslain, published in Ardis in 4715 
  ar, for the most objective narrative of Ostog’s legend. 
  Penned by a nephew of the famous Ustalavic author Ailson 
  Kindler, this unflinching record of the Ulfen hero’s early 
  days spans the near decade in which Kindler and Ostog 
  traveled together in a company of adventuring heroes 
  based out of the Varisian town of Sandpoint. The Account 
  of Ostog the Unslain clearly excludes some of Ostog’s most 
  popularly told exploits (such as the dethroning of Ileosa 
  and the romancing of a barkeep-queen of Minkai), but 
  it nonetheless contains a bewildering series of firsthand 
  true-life adventures in which Ostog the Unslain and 
  company face off against equally legendary foes such as 
  the otherworldly Red Bishop, the intellect devourers of 
  Ilvarandin, and the infamous Sandpoint Devil. 
  According to Kindler’s Account, Ostog came of age in the 
  dreary viking harbor town of Bildt on Broken Bay. There, at 
  the seaward edge of the Lands of the Linnorm Kings, a young 
  Ostog yearned to join his cousins in their seasonal raids on 
  the wealthy lands of the decadent south. For generations, the 
  men and women of his family had taken to the sea to claim 
  their legend and “carve a path into Valenhall,” as his father 
  once said before leaving on just such a raid, never to return. 
  Neither Ostog nor his brother Hakon feared death. 
  Instead, they feared dying too soon, before their deeds 
  earned them passage to Valenhall. Their father had known 
  what it meant to live, as well as what it meant to die 
  honorably. Of all their father Valdar’s treasures, the head 
  of the sea snake Thjodvör alone assured him his place in 
  the Ulfen heaven. If Hakon and Ostog followed the family 
  tradition, they all would be reunited soon enough. 
  Hakon was first to leave, in the company of the viking 
  hero Hrolf Harfargr, whose far-flung adventures had 
  inspired the brothers since childhood. Impressed with 
  Hakon’s embellishments of his growing legend, Harfargr 
  drafted him as his personal chronicler, taking him along on 
  White Estrid’s famous run to Absalom before returning to 
  Bildt. Today, Hakon’s accounts of this company of questing 
  heroes are nearly as famous as his Ostogsaga.
  In the absence of his dead father, Ostog found himself 
  the primary target of wicked old Ingimundr the Unruly 
  and his craven huscarls. Eventually the cruel lord of 
  Broken Bay assigned both Ostog and Hrolf Harfargr 
  to a raiding longship captained by the repulsive Girt 
  Bear-Wearer. Harfargr’s attempted mutiny against 
  the corrupt captain failed utterly, and he and his allies 
  soon fell to the axes of the loyal crew. Ostog took eleven 
  deep cuts to the trunk from seven men before toppling 
  overboard, left to die in the churning sea.
  But Ostog did not die. By sheer tenacity, he swam to the 
  shore, finally emerging near the docks of Sandpoint. There 
  he fell in with a band of adventurers including Styrian 
  Kindler, the Abadaran paladin Howell Talbot III, the 
  amoral Chelish sorcerer Velmarius Elazarin, Kirin the elven 
  heretic, and the cleric Vorn of Gorum. Over a half-decade, 
  the heroes explored Devil’s Platter and faced off against 
  the ghast Kanker and the ghost of Ostog’s old foe, Girt 
  Bear-Wearer, from whom Ostog reclaimed Gnarlfang, the 
  greatsword of his fallen comrade Hrolf Harfargr.
  The band’s adventures brought them to the distant desert 
  land of Osirion in 4711. Ostog’s old companions Vorn and 
  Kirin moved on, and in their place the party joined up with 
  a Taldan gunslinger called Thalestris. Over the course of 
  several months, the heroes of Sandpoint explored a massive 
  necropolis of Rovagug that must have been designed by a 
  mad genius, so brilliantly clever were its many traps and 
  enigmas. Ostog began to fear that his epithet might finally 
  be put to the true test, but somehow he managed to survive. 
  Following their victory in Osirion, the group returned to 
  Sandpoint, but they were no longer the young adventurers 
  they had been a decade ago, who feared the likes of Pillbug 
  Podiker. They were world travelers, used to jumping from 
  city to city with a simple teleport. Sandpoint could not hold 
  them, and the party soon disbanded. 
  Ostog found himself alone, so he did what he had been 
  putting off for nearly a decade—he went home. In Bildt, 
  he joyfully reunited with Hakon. Ostog had, with some 
  embarrassment, encountered verses of the Ostogsaga in 
  Absalom, but he had no idea they had been written by his 
  brother as he followed Ostog’s footsteps through Varisia 
  and beyond. Hakon had also learned much of politics in the 
  Lands of the Linnorm Kings, and what he told Ostog opened 
  the next great chapter in the life of the barbarian hero.
  Sveinn Blood-Eagle, the elderly king of the Thanelands, 
  would soon take his journey across the sea to Valenhall. 
  That left the throne of the largest and most influential 
  Linnorm Kingdom open for the taking—provided the 
  taker could present the head of a conquered linnorm. 
  Ostog, naturally, thought of old Fafnheir, eldest of all the 
  northern wyrms, but Hakon instead suggested Gullenjal, 
  the great ice tyrant of Vilhjalm Mountain. 
  Ostog was last seen at the base of the mountain, kitted 
  out for a long journey, ambition burning in his eyes. Like 
  his father, Ostog has truly lived the life of a warrior. Now 
  he is ready for the life of a king.
  89
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  By Ron Lundeen
  This short adventure for 16th-level characters provides an 
  example of the troubles descending upon Lastwall in its 
  final days. 
  BACKGROUND
  Although the hardy salt miners of Hallein Town know 
  many real dangers in the hills—such as wild griffons 
  and the dwarf vampire Kaltia—others loom only in their 
  stories. One legend features a skeletal titan known as the 
  Bonequicken Fiend lurking in the Virlych hills. Yet the 
  Bonequicken Fiend is real: it is a powerful creature called 
  a saxra, and it plans to transform all of Hallein Town 
  into skeletons now that Lastwall’s valorous defenders are 
  defeated or in disarray.
  The saxra has three longstanding followers, powerful 
  clerics of Urgathoa who revere the saxra’s wicked wisdom. 
  The most senior is Amphelia Death-Mask, and the others 
  Death in Hallein Town
  are competitive brothers named Darvien and Mulvor. To 
  honor her master’s plan, Amphelia offered it her greatest 
  treasure: a deck of many things. The saxra made three draws. 
  The Rogue caused Amphelia to suddenly and secretly plot 
  the saxra’s betrayal, the Skull summoned a murderous 
  lesser death, and the Fates compelled the lesser death to 
  forsake its task and swear fealty to the saxra. Believing its 
  doom thus avoided, the saxra sent its followers to Hallein 
  Town to eliminate opposition and prepare for its arrival.
  Pretending loyalty, Amphelia took over the town’s 
  dilapidated almshouse, the densest concentration of 
  townspeople—however sickly—to offer to the saxra as 
  initial sacrifices. Amphelia didn’t tell Darvien and Mulvor 
  where to meet; she instead tore the directions in half, 
  knowing the brothers didn’t trust each other enough to 
  share the information. The saxra plans to soar into town 
  at moonrise, unaware of Amphelia’s pending betrayal.
  HALLEIN TOWN
  1
  2
  5
  4
  3
  Carabosse River
  Path River
  Path River
  0
  300 FEET
  90
  
  IN HALLEIN TOWN
  The PCs receive a call for aid from Hambret Lober, sheriff of 
  Hallein Town, who has heard rumors of local death cultists. 
  The PCs know that Hallein Town is a rough-and-tumble 
  stop of about 1,000 people on the heavily-trafficked Path 
  River. The town’s largest industry is salt mining in the 
  Virlych Hills across the river.
  1. Hallein Hall (CR 16): The oldest building in town, 
  this civic administration building was once an Ustalavic 
  aristocrat’s manor. With offices for the mayor, sheriff, tax 
  collector, and other bureaucrats, the building is often 
  busy. Unfortunately for the PCs, the saxra’s lesser death 
  (Pathfinder RPG Bestiary 5 134) already murdered Sheriff 
  Lober here and is stalking and killing the other people 
  in Hallein Hall. Once the PCs defeat it, they can either 
  question any survivors or review Sheriff Lober’s notes. 
  The sheriff suspected death cultist activities at the town’s 
  recently closed shrine to Iomedae, as well as at the Virlych 
  ferry dock, as no miners have returned to town in the 
  last day. Witnesses near both sites identified strangers 
  wearing bone fetishes. The sheriff’s notes also identify an 
  apothecary shop called Essential Salts whose proprietor—
  an erratic gnome named Zoltarger—has been ranting 
  about “the Bonequicken Fiend.” The PCs can investigate 
  these three sites in whatever order they choose.
  2. Essential Salts (CR 16): This large apothecary shop 
  bears an extraordinary number of hand-painted signs both 
  inside and out. Most advertise products, such as “Flawless 
  Love Philtres” and “Marvelous & Efficacious Unguents,” but 
  several bear only complicated symbols. PCs who succeed at 
  a DC 20 Knowledge (arcana) check realize that the symbols 
  demonstrate occult knowledge but are actually powerless. 
  The odd and unfriendly proprietor, Zoltarger (CN mad 
  prophet; Pathfinder RPG NPC Codex 233) mostly uses the shop 
  to cover his aberrant occult practices. Zoltarger knows that 
  the Bonequicken Fiend is real, that the “fiend” is a gigantic 
  flying skeleton that spontaneously animates skeletons 
  with its mere presence, and that its death cult agents are 
  preparing for its arrival somewhere in town (although he 
  doesn’t know where). The paranoid gnome has exchanged 
  eldritch favors for the services of three shining children 
  (Pathfinder RPG Bestiary 2 245). Zoltarger and the outsiders 
  attack anyone entering the shop, assuming they are heralds 
  of the Fiend’s arrival. If the PCs defeat the shining children, 
  Zoltarger surrenders and tells the PCs all he knows (and, at 
  your discretion, may offer to join them).
  3. Virlych Dock (CR 17): The northernmost dock on the 
  Virlych side of the Path River is the one most often used 
  by salt miners to reach town. Darvien (master of undeath; 
  NPC Codex 56) and his loyal gallowdead (Pathfinder RPG 
  Bestiary 4 119) have been tasked with keeping the hardy 
  and pugnacious salt miners from defending their town. 
  Darvien has been murdering anyone arriving at Virlych 
  Dock and piling their corpses for later use; he’s acquired 
  almost forty bodies in the first day and is very pleased 
  with his “catch.” Darvien carries a ragged scrap of paper 
  with half the address of the almshouse; it means nothing 
  without the other piece (although the PCs might assume it 
  points to Essential Salts). It reads as follows:
  COME TO
  SALTS
  QUICK
  4. Shrine (CR 16): Hallein Town has few devoted 
  adherents of Iomedae (most privately worship Torag or 
  Hanspur instead), and the Iomedaean shrine is neither well 
  staffed nor well cared for. Its stone doors are closed. Mulvor 
  (master of undeath; NPC Codex 56) is alone in the building, 
  methodically desecrating the Iomedaean altar with blood 
  from the three priests he recently killed. The death cultist 
  isn’t undefended, however; he’s placed a harm trap (Pathfinder 
  RPG Core Rulebook 422) in the main aisle leading to the altar. 
  He attempts to lure intruders to him to trigger the trap. 
  Mulvor carries a ragged scrap of paper with the other half of 
  the almshouse address. His paper reads as follows:
  PEAR &
  LIME
  When fit together, the papers read “Come to Saltspear 
  & Quicklime.” The dilapidated almshouse sits at the 
  intersection of Saltspear Street and Quicklime Road.
  5. Almshouse (CR varies): The disloyal Amphelia (death 
  master; NPC Codex 230) knows that the saxra is coming to 
  the almshouse at moonrise. She’s sealed the main entrance 
  with a wall of stone and installed a deadly spear trap (Core 
  Rulebook 422) at the rear entrance to deter curious townsfolk. 
  Amphelia waits in the vaulted central dormitory, which 
  also contains 32 sick and injured townsfolk (each a human 
  commoner 1) who are incapable of much movement. The 
  ceiling consists of heavily patched panes of glass. 
  Amphelia has set a lightning bolt gallery trap 
  (Core Rulebook 422) throughout dormitory, which is triggered 
  on her command, and used spell immunity to grant herself 
  immunity to lightning bolt. She fights the PCs if they initiate 
  combat, triggering the trap only if her defeat is imminent, 
  as she doesn’t want to kill the townsfolk prematurely. If 
  the PCs aren’t immediately hostile, Amphelia explains 
  that she’s turned against the Bonequicken Fiend, who is 
  coming to transform all of Hallein Town into skeletons, 
  starting with the townsfolk here. She plans to trigger her 
  trap to murder these people just as the saxra is in sight 
  so it can see her steal its victims away, then she will attack 
  it. Amphelia invites the PCs to join her, but she fights to 
  keep the townsfolk here where she can murder them to 
  spite her former master. In any case, the saxra (Bestiary 5 
  220) arrives at moonrise, crashing through the glass above. 
  PCs who defeat the saxra gain the deck of many things it still 
  carries—and save Hallein Town from a grim fate.
  91
  MIDWIVES  
  TO DEATH
  Part 1:  
  The Nascent 
  Wilds
  Part 2:  
  Fortress of the 
  Dead
  Part 3:  
  The Cairnland 
  Flames
  NPC 
  Gallery
  Developer 
  Showcase
  
  92
  Open Game License Version 1.0a
  HellknigHt Hill
  By Amanda Hamon
  Strange signal fires burn atop abandoned Citadel Altaerein 
  on Hellknight Hill. When the PCs are hired to investigate, 
  what they find within (and below) the old Hellknight 
  fortress reveals the tip of a sprawling conspiracy that could  
  bring a devastating Age of Ashes down upon the world!
  BreacHill, OutpOst Of secrets
  By Amanda Hamon
  The cozy town of Breachill hides many mysteries, but none 
  more compelling than the town’s founding by a band of 
  lost folk with amnesia. Destined to serve as the party’s 
  hometown for Age of Ashes, Breachill is presented in an 
  oversized gazetteer for use throughout the campaign.
  adventure tOOlBOx
  By Logan Bonner, Amanda Hamon, James Jacobs, and Jason Tondro
  With this volume, we’re launching a brand new feature to 
  every Pathfinder Adventure Path: the Adventure Toolbox! 
  In each installment of the Adventure Toolbox, we’ll provide 
  valuable tips and advice for GMs running the campaign, 
  along with new rules for player options, treasures, spells, 
  and other unique rewards for players to earn by playing 
  through the adventure. Each Adventure Toolbox ends with 
  a robust bestiary of new or updated monsters for use in the 
  adventure or in stories of your own creation. In this very 
  first Adventure Toolbox, we explore the history leading 
  up to the Age of Ashes Adventure Path, give summaries 
  of the adventures to come as a sneak preview for the GM, 
  provide a timeline of key events leading up to the start of 
  the campaign, and detail two unique magic items that PCs 
  will discover under Hellknight Hill. The toolbox concludes 
  with over a half-dozen new monsters, from the undead 
  hellcrowns to the spiderlike anadis.
  suBscriBe tO patHfinder adventure patH
  A new Adventure Path begins with Age of Ashes, 
  the first campaign designed entirely for the new 
  edition of the Pathfinder Roleplaying Game! Don’t 
  miss out on a single exciting volume—head over to 
  paizo.com/store/subscriptions and subscribe today!
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  WAITING TO BE UNCOVERED IN THIS SIX-PART, MONTHLY PATHFINDER CAMPAIGN OF CONTINENT-SPANNING CONFLICT 
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  Yamaraj
  T
  he feathered dragon was larger than my 
  university’s great hall. Yamarajes are 
  the greatest judges of souls, and my fate 
  hung in this moment. 
  “You carried a sahkil, our enemy, 
  into the Boneyard. We captured it 
  as it attempted to destroy the River 
  of Souls. Some say you sheltered 
  this saboteur. Others say you were 
  ignorant. Still others say 
  your ignorance can be 
  no excuse as you, of all 
  scholars, know how sahkils 
  scheme and plot. What say you?”
  Olethros
  A 
  woman with a spiral mask and moth wings led me onward 
  into the darkness. “I know not what sort of psychopomp 
  you are,” I admitted, “and I know not where we go.”
  “And you call yourself a planar scholar?” she teased. “Not all 
  psychopomps shepherd the dead. Some of us guide births. And 
  in your case, rebirth. You shall begin anew in innocent flesh.”
  “But I brought an enemy into the Boneyard!” I protested.
  “You brought a creeping, scuttling thing into the light to be 
  smashed,” she said, “as you have done before, many times. And 
  as I shall have you do again.”
  
  paizo.com/pathfinder
  Printed in China. PZO90144
  T
  he heroes finally have the tools they need to stop the Whispering 
  Tyrant, but the lich-king has not been idle. Why has he devoted so 
  much attention to an isolated border fortress, right when divinity 
  seems to be within his grasp? A quest to discover the tyrant’s secrets plunges the 
  heroes into a deadly race through a fecund forest, into fearsome dungeons built 
  long before the Shining Crusade, and between spiteful villains harboring ancient 
  grudges. Old enemies stand in the heroes’ way yet again, but unexpected allies can 
  help turn the rising tide of death and despair. If the heroes are victorious, they can 
  seize the only chance to deny the Whispering Tyrant his greatest weapon and strike him down before 
  he gains the power of a god. 
  This volume of Pathfinder Adventure Path provides the dramatic conclusion to the Tyrant’s Grasp 
  Adventure Path and includes:
  • “Midwives to Death,” a Pathfinder RPG adventure for 16th-level characters, by John Compton.
  • A massive article celebrating the final Adventure Path volume for the first edition of the
  Pathfinder RPG. Written by Paizo's developers and designers to close out the first edition with
  a bang, this article presents new monsters, GM advice, gods both new and revised, staff PCs, a
  new prestige class, new archetypes, and more! These new rules work with the Tyrant's Grasp
  Adventure Path or any campaign, and are written by John Compton, Adam Daigle, Eleanor
  Ferron, Thurston Hillman, James Jacobs, Jason Keeley, Luis Loza, Ron Lundeen, Robert 
  G. McCreary, Erik Mona, Michael Sayre, Owen K.C. Stephens, Mark Seifter, and Linda
  Zayas-Palmer.
  Against the Rise of Terror
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF139-144 - Tyrant's Grasp/Tyrant's Grasp - 06 - Midwives to Death.pdf