Pathfinder

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 “The new recruits can often be found staring at the relics in awe, whispering the stories they've heard since they were children to one another. Holy, they call them—and make no mistake, they are holy, but not in the way that people wish it. Every one of these trinkets is a tombstone, a memorial to a war so brutal that the mere act of surviving it made you a hero. Every bloodstained scrap of iron that lies behind glass or locked in a safe is all that remains of thousands of soldiers who died in the mud so that a few lucky souls could be hailed as legends. People look at our relics and speak of courage and glory, but not a one of them was worth the price we paid in people. Can you imagine what we could have had, if they'd lived instead? The art, the progress, the families they would have made?”
— Jaqualine Cairr, Knight of Lastwall

The Shinning Crusade

Allies

Umble and Thoot

Nosoi and Vanth Psychopomps

Umble and Thoot

One is a Vanth named Thoot, a looming skeletal humanoid with large wings and a metallic jackal mask for a head. Thoot doesn't speak, communicating with hand gestures and unsettling gazes. A Nosoi named Umble rides on Thoot's shoulder. Umble appears to be a black raven wearing a porcelain mask. Unlike Thoot, she is extremely chatty—even making up impressive-sounding words when she can't find the right one—and greets the PCs with self-interested excitement.

Custodians over a small valley of the dead within the Boneyard, the people of Roslar's Coffer fall under their jurisdiction. While not well thought of by their supervisor, Mictena, they nevertheless attend to their duties to the best of their - admittedly limited - abilities with all the enthusiasm they can muster.

While they do not understand the condition of the Survivors of Roslar's Coffer, they sympathize with their plight, and will do everything in their power to help them get home to the land of the living.

Artifacts

Cloak of Passage

Cloak of Passage

A Boon of Barzahk, the Passage, these patchwork traveling cloaks are worn by those who have walked the Dead Roads with the Usher of Mortal Souls.

These cloaks grant the wearer a resistance bonus to saving throws as Cloaks of Resistance, with a bonus equal to 1 plus the creatures experience as decided by the GM (typically 1/5 HD, or advancing by 1 for every completed book in an adventure path) with a maximum bonus of +5

These cloaks are soul-bonded magical items, vanishing when removed and manifesting when the soul-bonded creature moves at least 5 feet. This item may be freely selected by a character with the arcane bond or implements abilities, or a similar effects, without any of the associated costs of changing a bonded item. For the purposes of bonded armor, this item counts as light or unarmed armor with no armor bonus, armor check penalty, or maximum dexterity.

When a creature wearing the cloak of passage is subjected to a magical effect that sends them to a random plane, they are always sent to the Dead Roads in the Boneyard. Similarly, when such a creature is subjected to a teleportation effect, they always arrive on a suitable surface, and never take damage from being shunted to an appropriate space, though this protection does not extend to other passengers of such spells.

These cloaks may be worn by creatures while in a corporeal or incorporeal form, though they may not be worn by undead and provide no benefit to creatures who are neither alive nor dead. While wearing one of these cloaks, any effect that prevents incorporeal creatures from passing, through, such as a ghost-gate or anti-magic field also prevents the wearer from passing through unless they first remove the cloak.

Destruction: This cloak crumbles to ash if the creature it is soul-bonded with becomes undead.

Relics and Legacy Magical Items

Each relic was once a typical magic item that played a central role in a massively important event, increasing dramatically in potency as it drew power from its shaping of fate. Occupying a space somewhere between artifacts and magical items, relics are powered by Zeitgeist, using their storied history to enhance their powers, but as relics fade into obscurity and stories cease to be told, they wane in both power and potency. Typically, to restore a Relic to its full majesty, it must be used to accomplish a number of triumphs as stories are told of it anew. However, certain relics may be reawakened to its former glory by being used to fight the same evils they once faced by one who is worthy of it.

The bearer does not need to know how to become worthy of a relic to reawaken it to its glory, but they always must be wielding the item when they accomplish its prescribed worthiness task. A reawakened relic only manifests its full glory to those who are worthy of it. Spellcraft may be used to identify the worthiness task in the same manner as determining an items curse (typically DC 25+CL).

Roslar's Armor (CL5)

Worthy Heroes: Dante

Roslar's Mithral Breastplate

The personal armor of the heroic paladin Ervin Roslar, this mithral breastplate is emblazoned with a red-winged rapier, the symbol of Arazni. Tiny runes etched along the collar read "Faithfulness always to the Red Crusader."

This mithral breastplate has no enhancement bonus and seemingly no magical properties, save that it still has a lingering magical aura. This armor counts as a holy symbol of Arazni for the purpose of acting as a divine focus, despite her changed portfolio.

Worthiness Task: To be worthy of this relic, you must slay an evil being who is considered a worthy foe (CR >= 1+lvl) with positive energy. You are not worthy of this relic if you orchestrate for another to defeat or capture such a being only for you to step in at the last moment to finish it off. You cease to be worthy of this relic if you willfully commit an evil act.

Glory: The armor gains an enhancement bonus of +2 and the undead defiant special ability. It also provides the wearer the benefit of either the Extra Channel or the Extra Lay on Hands feat (but not both), so long as they meet the prerequisites. Once per day when the wearer is reduced to 0 or fewer hit points, as an immediate action the wearer may expend one use of channel energy or lay on hands to heal themselves as though they used the ability, plus an additional 3d6 hit points. If this healing restores the wearer to 0 or more hit points, they do not fall and may continue to act.

Nine-Eves Key (CL9)

Nine-Eves Key

The Nine-Eaves key grants its bearer magical access to both doors and enchantments. This small iron key has the number 9 and a right triangle engraved upon it.

While the Nine-Eaves key is held, the bearer can use open/close at will, but only to open, not to close, and they may use it as a mundane skeleton key, but only to unlock locks, not lock them. Once per day as a standard action, the bearer can touch the Nine-Eaves key to a magic item. For the following 24 hours, all Use Magic Device skill checks to use or activate the touched magic item gain a +4 insight bonus.

Worthiness Task: Unknown

Thoot's Reaper (CL5)

Thoot's Reaper

Every Vanth carries a distinctive adamantine scythe as both a weapon and a symbol of its duty. This particular scythe belongs to a oft-silent one named Thoot, though its powers are not fully manifest in those not in service to the boneyard.

This Adamantine Scythe has no enhancement bonus and seemingly no magical properties, save that it still has a lingering magical aura. This weapon counts as a holy symbol of Pharasma for the purpose of acting as a divine focus.

Worthiness Task: Unknown

Grace of the Last Azlanti (CL13)

Worthy Heroes: Dave

Grace of the Last Azlanti

Tethered to a simple leather cord, this Elysian bronze pendant resembles the holy symbol of Aroden, save that it bears the likeness of a closed eye surrounded by a halo of precious gems. In addition to functioning as a holy symbol of Aroden, the Grace of the Last Azlanti is imbued with the very essence of the human spirit, granting it a relic reservoir of 1 point, which replenishes at the moment of dawn in Rosler's Coffer, regardless of where it is at the time.

By speaking the command word, the wearer can spend one point from the relic reservoir to gain one of the following feats as a bonus feat for 1 hour: Great Fortitude, Iron Will, Lightning Reflexes, or Skill Focus. If the wearer already has Great Fortitude, Iron Will, or Lightning Reflexes, they can instead gain the improved version of that feat.

By expending one point of willpower, the wearer can regain her daily use of one of the improved feats listed.

Worthiness Task: To be worthy of this relic, you must accomplish an incredible deed with the express purpose of defending humanity from enslavement, harm, or a similar threat. For example, defeating a lieutenant of the Whispering Tyrant whose CR is equal to or greater than your level + 3 is an appropriate task. You are not worthy of this relic if you complete this task by orchestrating events that lead to this situation, as determined by the GM.

Glory: The relic reservoir increases to 3 points. In addition, the wearer can select from more feats when using this ability, adding Expanded Arcana to the list as well as all feats with “Extra” in their name — such as Extra Channel, Extra Rage Power, Extra Rogue Talent, and so on — that list as a prerequisite a class feature the wearer has. When conveying the benefits of a feat with “Extra” in its name, the duration of the amulet's effect is only 10 minutes. You may not have more than one feat granted by this relic at a time. As a 1-minute action, the wearer can activate the amulet before the duration expires to replace the previously selected feat with another choice which normally has a duration of 1 hour. By expending 1 point of willpower, the wearer may restore a single point in the relic reservoir.

Silver Scimitar of Sarenrae (CL6)

Silver Scimitar of Light

The hilt of this +1 mithral scimitar is warm with a gritty texture, as if sprinkled with invisible grains of sand. Clearly a divine relic of Sarenrae, though it doesn't count as holy symbol, the blade's mirror-like polish makes all reflected in it look as though wreathed in a fiery halo, while the blade itself emits a clean white light, like a torch.

Whenever you critically hit an opponent with this relic, the relic unleashes a burst of fire in either a 20-foot cone or a 10-foot radius centered on the target struck and emanating from the wielders square. This never harms the wielder, though all other creatures within this area take 1d10 points of fire damage.

Worthiness Task: Unknown

Silver Symbol of Golden Light (CL13)

Silver Symbol of Golden Light

Taking up the neck slot, this holy symbol is always warm to the touch and radiates a soft, golden light, and whenever it strikes metal it rings out with the sound of a choir of angels.

Despite being dedicated to Sarenrae, the Silver Symbol of Golden Light may be used as a divine focus for any worshipper of a good deity or a neutral deity who is in favor of healing or against undead. When used as a divine focus for a divine spell, this holy symbol emits a bright flash of light that heals its wearer a number of hit points equal to the spell’s level. Once per day, the bearer can activate the Silver Symbol of Golden Light to cast breath of life.

Worthiness Task: Unknown

Storied Magical Items

Crypt Rod

Candy-stripped like a barber pole, this rod was utilized by the Tooth Fairy Matriarch of the Palace of Teeth to find graves and tombs to plunder for the last organ to fade to time - teeth.

This 3-foot-long iron rod has a flanged, conical head and strikes as a +1 light mace. On command when held in hand, the rod points in the direction of the closest grave, tomb, or cairn within 500 feet. If the wielder concentrates on a specific type or subtype of creature, the rod identifies only gravesites that hold the remains of that type of creature. The rod can search for the remains of a specific individual if the wielder carries an item that the individual owned in life.

Cryptstone Weapons

Cryptstone Weapons

These odd-looking weapons were gifted to the Survivors of Roslar's Coffer by a psychopomp friend, carrying with them the otherworldly powers of the Boneyard.

Cryptstone is a dense gray stone scavenged from the mausoleums of the Graveyard of Souls in the Boneyard. While cryptstone may appear ancient and pitted, the supernatural essence of the Boneyard has infused it with power over the eons. A weapon made of cryptstone grants a +1 bonus on weapon damage rolls against undead creatures; this damage is multiplied on a critical hit. Additionally, any nonmagical weapon made of cryptstone affects incorporeal undead as if it were a magic weapon, and weapons made of cryptstone that have the disruption special ability increase the DC of that ability by +1.