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Farlen moves forward with his loaded crossbow and fires at the invisible thing surrounded by moonlight shimmers.
"One time"
shot with pbs and precise: 1d20 + 5 ⇒ (8) + 5 = 13
miss change hitting if above 50%: 1d100 ⇒ 9
dmg if needed: 1d8 ⇒ 4

GM Fuzzfoot |

Farlen and the Agent both fire off shots, neither coming close to the target. Everyone else moves into position.
Agent: 1d20 + 2 ⇒ (5) + 2 = 7
Alaric: 1d20 + 11 + 8 ⇒ (20) + 11 + 8 = 39
Shredder: 1d20 + 11 + 8 ⇒ (11) + 11 + 8 = 30
Darven: 1d20 + 11 ⇒ (4) + 11 = 15
Farlen: 1d20 + 0 ⇒ (14) + 0 = 14
Ny'a: 1d20 + 1 ⇒ (15) + 1 = 16
Dog: 1d20 + 6 + 8 ⇒ (8) + 6 + 8 = 22
Zaldur: 1d20 + 15 ⇒ (1) + 15 = 16
The blind dinos both recognize the danger and leap out of the way before all of the squared off areas on the map erupts and the ground raises 10' up from the buildup of bog gasses. Luckily none of you were in too serious of danger based on your locations.
The wisp withdraaws from her close proximity and disappears again, not aware you can see her trails. She flies fast, though, and flits pretty far away.
Round 2: (Bold may act)
Zaldurr
Tulvhatha (invisible**)
...

GM Fuzzfoot |

Sorry - I missed that attack somehow. Yes, he did hit. Also, I screwed up - the wisp can't move until after Zaldurr takes his turn.
Bog squares, which are marked with light blue patches on the map, count as difficult terrain.
Round 2: (Bold may act)
Zaldurr
Tulvhatha (invisible**, 9 dmg)
...
** invisible, but you can see trails of silvery moonlight so you always know what square she is in, thanks to the Blessing of Ashava you received at the beginning..

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Ny'a gets to act before Tulvhatha too; she's on delay until just after Agent. Since Zaldurr's in position already, she'll step in now.
Seeing the party grouped around the wisp, Ny'a urges her dog into position so that she can strike. "Iomedae, guide my hand as if it were your hand. I am your tool, use me to smite this evil from the land!"
Free: Ride, guide with knees DC5: 1d20 + 2 ⇒ (20) + 2 = 22
Move (dog): 35'
Swift: smite evil vs. Tulvhatha
Standard: attack Tulvhatha
+1 longsword, smite evil: 1d20 + 8 + 3 ⇒ (10) + 8 + 3 = 21
Damage, S/magic, smite evil: 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10 +3 damage (first successful attack) and bypasses DR if outsider, dragon or undead
+3 deflection to AC vs. Tulvhatha

GM Fuzzfoot |

Two solid attacks, and both seem to do some significant damage. No DR is evident.
Now the creature turns invisible and flies away.
Bog squares, which are marked with light blue patches on the map, count as difficult terrain.
Round 2: (Bold may act)
Farlen (0 dmg)
Alaric (blinded, 3 dmg)
Shredder (blinded, 0 dmg)
Ny'a (2 dmg), Dog
Darven (1 dmg)
Agent (4 dmg)
Round 3: (Bold may act)
Zaldurr
Tulvhatha (invisible**, 41 dmg)
...
** invisible, but you can see trails of silvery moonlight so you always know what square she is in, thanks to the Blessing of Ashava you received at the beginning..

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It is outside of the 30’ that Alaric and Shredder can smell, so will need guidance .

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Farlen advances to just beside shredder. Still not totally comfortable about "Dino-buddy", he says "Nice lizard-thing. Remember me? I am a friend, not food." He can't help but notice the large, very sharp teeth the thing has.
He then reaches into his tunic and pulls out his amulet. "Help me, my good ol' luck charm..." Uses his once/day wizard class ability to cast any spell from his spellbook with the help of his bonded amulet to cast glitterdust on the area just in front of the moonlight trail. DC16 will or blinded. glittery or 4 rounds.
Not sure exactly what the blue ball in the middle of the circular area is or if it obscures Farlen's ability to target the area in front of the will o' wisp. If he can't see that area, he will just load his crossbow and wait for a better time to cast with his amulet.

GM Fuzzfoot |

Beyond the thick blanket of mist, a clearing rests near the bank
of a gently flowing river. The ground is submerged in a layer of
muddy water with pockets of foul-smelling gas burbling up from
it. A white marble dais surrounded by broken pillars and statues of
dancers sits to the north. At the center of the platform, a miasma
of smoky faces and grasping hands roils around a flickering silver
gemstone suspended inside a glass globe. Strange markings are
scrawled across the steps in dried blood.
@Farlen - I would have to say that while it may obscure vision, it probably doesn't prevent you from targeting the area, so you are good to go.
Will Save: 1d20 + 12 ⇒ (3) + 12 = 15 Wow.
Despite the creature now being basically visible and somewhat disabled, Zaldur still manages to miss.
Bog squares, which are marked with light blue patches on the map, count as difficult terrain.
Round 2: (Bold may act)
Farlen (0 dmg)
Alaric (blinded, 3 dmg)
Shredder (blinded, 0 dmg)
Ny'a (2 dmg), Dog
Darven (1 dmg)
Agent (4 dmg)
Round 3: (Bold may act)
Zaldurr - missed
Tulvhatha (glittered, 41 dmg, blind - AC -2 and no Dex)
...

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Alaric casts bull's strength attempting to touch Shredder...
51> to touch Shredder: 1d100 ⇒ 2
He can't seem to touch the little dino, so he uses it on himself instead.

AC Shredder |

Shredder listens carefully to see where the thing has gone...
perception: 1d20 + 5 ⇒ (12) + 5 = 17
He moves up next to Darven.
acrobatics to move full speed: 1d20 + 8 ⇒ (12) + 8 = 20
He tries again.
perception: 1d20 + 5 ⇒ (5) + 5 = 10

GM Fuzzfoot |

Shredder and Darwin move, Alaric-dino casts a spell on himself.

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The Agent, squinting and just barely making out the shimmering trail, fires off a pair of quick arrows in the hope of bringing their foe down.
+1 darkwood composite longbow: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 for 1d8 + 3 ⇒ (8) + 3 = 11
Conceal (high=good): 1d100 ⇒ 40
+1 darkwood composite longbow: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 for 1d8 + 3 ⇒ (3) + 3 = 6
Conceal (high=good): 1d100 ⇒ 1

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Am I wrong in assuming the glitter takes away the concealment miss chance? I was hoping to be able to target the will o' Wisp with magic missiles and ranged attacks with more frequency and and likelihood of success.
"That thing sure is fast!" It's well away behind that freaky blue bubble of trapped faces."

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That is how I always played it. There is some discussion about if the subject goes invisible again, the glitterdust is no longer shining, but who knows.

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Ny'a urges the dog to the left, trying to find a good path through to the center.
Free: Ride, guide with knees DC 5: 1d20 + 3 ⇒ (17) + 3 = 20
Double move (dog): 80'

GM Fuzzfoot |

@Farlen - no, you are correct. Being glittered takes away that concealment for invisibility. I suppose I could see an argument about going inviso again negating it, but I hadn't thought of that. In any case, at least for this round, it is visisble, so both of the Agent's arrows hit. Magic missile is good to go, though.
The area within the yellow circle materializes a swarm of spectral arms that appear from the ground. Anyone (currently N'ya, Dog, Zaldurr, Darven) standing on the ground in this area takes 7d6 points of slashing damage (Reflex DC 18 half). Those who fail the save are unable to move from their squares for 1 round. This is a fear effect, and the save DC is Charisma-based.
NYa: 7d6 ⇒ (4, 1, 4, 3, 5, 3, 6) = 26
Dog: 7d6 ⇒ (1, 3, 5, 3, 5, 5, 3) = 25
Zaldurr: 7d6 ⇒ (5, 5, 5, 1, 2, 2, 5) = 25
Darven: 7d6 ⇒ (6, 1, 1, 6, 1, 3, 5) = 23
Bog squares, which are marked with light blue patches on the map, count as difficult terrain.
Round 3: (Bold may act)
Farlen (0 dmg)
Alaric (blinded, 3 dmg)
Shredder (blinded, 0 dmg)
Ny'a (2 dmg +26 or half pending Ref save), Dog ( +25 or half pending Ref save)
Darven (1 +23 or half pending Ref save dmg)
Agent (4 dmg)
Round 4: (Bold may act)
Zaldurr (+25 or half pending Ref save)
Tulvhatha (glittered, 58 dmg, blind - AC -2 and no Dex)
...

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Alaric and Shredder move up as a team, readying to attack if the enemy gets near them.
talon, BS, PA: 1d20 + 10 + 2 - 2 ⇒ (18) + 10 + 2 - 2 = 281d100 ⇒ 44 slashing: 1d8 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 15

AC Shredder |

talon, GMF, PA: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 301d100 ⇒ 46talon: 1d6 + 3 + 1 + 4 ⇒ (5) + 3 + 1 + 4 = 13

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reflex save vs. DC18: 1d20 + 5 ⇒ (1) + 5 = 6
+1 longspear attack: 1d20 + 8 ⇒ (20) + 8 = 28
+1 longspear crit. confim: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d8 + 7 + 9 ⇒ (6) + 7 + 9 = 22

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If this is a fear effect, I assume that Ny'a is immune? Darven and her dog (10' aura) should also gain the +4 bonus, correct? (I would have assumed it was for Will saves only, but there's no mention of the saving throw type in the ability description.)
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Reflex DC 18 (riding dog), aura of courage: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
Recognizing the dog's real, physical pain in the face of the spooky hands, Ny'a quickly guides the dog out of the effect, circling around a pillar. She lays a hand on the poor canine's back, healing at least some of its wounds--spectral though they may be.
Free: Ride (guide with knees) DC 5: 1d20 + 3 ⇒ (6) + 3 = 9
Double move (riding dog): 80'
Standard: lay on hands
Lay on hands: 1d6 ⇒ 4

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Seeing his allies could use some emboldening from Desna herself, the Agent takes a couple steps forward while beseeching his deity for divine aid.
"Dezzie, now's the time!"
With a burst of radiant energy, the Agent thwarts some of the injuries sustained by the spectral hands.
This should get everyone.
Channel (to heal): 2d6 ⇒ (4, 1) = 5
HP: 35/35; AC: 19 (T12/FF17)
F: +7, R: +5, W: +7
Bit Of Luck Remaining: 5/5
Channels Remaining: 4/5
2nd - [ ] aid [x] calm emotions [ ] resist energy [ ] silence
1st - [ ] bless [ ] cause fear [ ] comprehend [x] divine favor [x] longstrider

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Has the map changed alot? I thought we were all still in the grass. Now everyone is on the dias of stone. I don't think The Agent can get everyone from his current place he is in. Isn't channeling was a 30' radial burst centered on the cleric? So just wondering if the map shifted or something.
"We appear to be charging ahead. I guess I will too then."
But Farlen has to wait for his turn.

GM Fuzzfoot |

No, it hasn't shifted. A lot of people double moved last round, and the will o' wisp flies pretty quick. The Agent is out of position to be any use.
The hands reaching up are a mess, but Zaldurr channels his inner fear and stabs right into the center of where the glittered wisp is. With a loud pop, the thing seems to silently scream as it's magic and lifeforce dissapate.
Well done! This could have been really hard, but I think you did a good job.
Upon Tulvhatha’s defeat, the necromantic energies swiftly recede from the haunted land. With the will-o’-wisp no longer siphoning lost souls to aid in her designs, the spirits are free to peacefully make their way to Pharasma’s Boneyard and find their eternal rest. You can make their way back through the Mushfens by the fading light of the full moon. As dawn approaches, the Blessing of Ashava fades from the
you like a gentle caress before returning them back to their true form again.
When you return to Magnimar, Venture-Captain Sheila Heidmarch and Luvyire greet you with great relief.
“Your bravery and good work should be a shining example to the Pathfinder Society, my friends. Thank you.” The yamah takes in a shaking breath as he blinks back the tears forming in his eyes. “You have secured the Glade of Silver Sparks as a beacon of hope and peace for the lost once more. For that you have my eternal gratitude, as well, I am sure, of Ashava herself. I will try to help rebuild the site to itself former state. Perhaps in time, other devotees of my lady will find their way to the glade and take up the mantle of my fallen companions. Until then I will do what I can, alone.” He sighs and offers a sad smile. “May Ashava’s grace carry you through many serene days, Pathfinders.”
Over the next few days, the supernatural activity Tulvhatha caused fully fades away, returning the Mushfens to their original condition. Luvyire heals from his wounds and returns to the Glade of Silver Sparks to begin work on restoring it.
Cybelle and Mairisse are deeply grateful to the Pathfinder Society. They may prove useful allies to the Pathfinder Society’s expeditions into the Mushfens in the future.
Congrats! Here ends the scenario - thanks for sticking with me! I will try to get chronicles up tomorrow (it's late here), so if anyone has any last minute things to do before chronicles, let me know. In Magnimar, you should be able to hire a healer to cure Alaric's blindness for 150 gp. Technically, I don't know if you need to fix Shredders - haven't come across that one before. But if you want to use Prestige, you can probably get a scroll and get multiple copies of it too.

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Shredder will need to be healed, but with a level 7 cleric on the team, I should be able to get it done for free, assuming Zaldur is willing. It is on his spell list, and he could easily pray for it in the morning.

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Thank you, Zaldur, and thank you GM Fuzzfoot for giving us quite the challenge!

GM Fuzzfoot |

I have to admit, there were a coupel times I feared you all were outmatched, but then someone came up with something that turned it around. This group has worked together better than most I have seen - very nicely done!