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Gameplay Thread

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A sylph in nondescript clothes enters the room and takes a seat. Other than a slight blue tinge to his skin, he looks like an average human. Too average, perhaps - when you look away, you have a hard time keeping an image of him in your head, he is so plain. He does have a dagger with a fine-looking hilt at his hip, but with a flutter of clothes, it is hidden again, and he loses his one identifying feature.
"I am Devaan," he says simply, holding out a hand to each of you.

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A well proportioned and powerful female warrior enters the room. Her long blond hair and blue eyes are striking for someone of mixed orcish parentage.
She nods to Beshmet and Devaan smiling and she gladly accepts Devaan's hand in friendship.
"Hi, I am Rogarch."
She points to a strange looking scorpion on her shoulder.
"And this is my travelling companion, Helping Hand."

Helping Hand |

Helping Hand waves to the assembled Pathfinders.

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The female gnome in hide armor waves at the other Pathfinders and says happily, "Hello there, I'm Beshmet the druid and this bear here is Fluffy, my best friend and a very good fighter."
Fluffy the bear is wearing leather armor specially fitted for her. She also has her left front paw in a large jar labeled 'Honey'.

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In a room of people of notable looks and races Allanen still stands out. His blue-green skin that shows around his breastplate is damp and glistens slightly. His eyes are large and collect so much light they appear to almost glow. His fingers are lightly webbed. he carries a spear and there is an underwater crossbow on his back. A hawk that seems to radiate health rides his shoulder It peers at the group with sharp black bird eyes and angular tilted head. Greetings my fellows. the newcomer intones as he enters, moving slowly and with deliberation. He intentionally touches the chair as if trying to understand it before sitting. I am Allanen.

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A wayang in casual clothes enters the room. He doesn't have anything particular, except perhaps a pistol hanging at the belt.
Hi, my name's Waze. I hope you're doing well.

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You can see an half-elf wearing a mithral shirt with an holy symbol of Dalenydra. A light crossbow with a quiver emerges from behind his back.
Hello I'm Dorrion!

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As far as I am concerned, it is now the tenth, so lets get this started. Also, do any of your PCs have Chronicles from Mysteries Under Moonlight - Part 1 - and also, for the purpose of this scenario, I need to know your PC's biggest fear
The adventure begins in the dining hall of the Heidmarch Manor, where Venture-Captain Sheila Heidmarch has invited the PCs and Luvyire over for a noontime lunch to discuss business.
Thank you for joining us for luncheon, Pathfinders. She gestures to the array on the table with a proud gleam in her eyes. I thought we might chat over some quality Varisian cuisine. Please take a seat and help yourself to whatever you like, though I do recommend trying the mackerel—it’s freshly caught this morning.
Settling into her seat, Venture-Captain Heidmarch pours herself a small glass of chilled white wine and reclines. You likely know several areas of the city were recently disrupted by necromantic activity. The investigation traced the attacks to a will-o’-wisp named Tulvhatha, who has taken control of a holy site of Ashava known as the Glade of Silver Sparks. From what we’ve already seen in the city, along with Luvyire’s account of what occurred at the glade, it’s clear this creature wields power that surpasses most others of her kind. She flicks her gaze
toward the blue-skinned man and inclines her head toward him.
Luvyire here has already offered Ashava’s blessing to transform the Pathfinders who saved his life into holy emissaries of the True Spark—something which can only be accomplished by the light of the full moon. Luvyire adds, And I shall offer my goddess’s blessing to the rest of you as well.

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Dehydration. Maybe being in the desert sun without water.
Allenen helps himself to a larger serving of the mackerel. After a bite he comments. Excellent. Slightly more done that I normally partake of but still quite good.
After the initial mission brief he asks I have only just arrived to this fair city Venture Captain and do now of the necromantic disruptions. Might I ask that you review them ad well as what is known of this Tulvhatha and the Glade of the Silver Sparks. I would also benefit from hearing Luvyire's Luvyire’s account of what occurred at the glade. Allanen smiles benignly after asking for the Venture Captain to go into more detail.

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Luvyire says Two weeks ago, our home was attacked by a malevolent will-o’-wisp called Tulvhatha. She and her servants called upon dark powers to corrupt the glade, and they tore my friends apart. I fled here, to Magnimar to seek aid. Her cultists nearly caught and killed me but I was lucky to escape.
Shelia takes over at this point. Tulvhatha is a vicious will-o’-wisp possessing great supernatural strength beyond the capability of most of her kind. She’s likely taken control of the Glade of Silver Sparks to usurp its power and use it to her advantage. Beyond this, we know very little about her.
Luvyire continues The glade is... was a holy dancing field dedicated to Ashava. I maintained and guarded it with two of my dearest friends, who died protecting it. The site also held a sacred relic called the Soul Spark—a mystical orb that helped draw in wayward spirits so that we might lead them to their final resting places. I don’t know what has become of it or the glade now.
Do any of you already have the Celestial Lycanthropy boon from 10-05: Part 1, Testament of Souls

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Have not done 10-05 on this character.
In a small voice, Devann replies, "What can will-'o-wisps normally do? And what can this one do that they can't?
"And what does it mean to be an 'emissary of the True Spark'?"

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Fixed
Tulvhatha has proven capable of wielding significant necromantic abilities, and her activity has caused the dead to become quite active, so it’s likely you can have to deal with such threats. There are also many fey in the Mushfens, of both avoidant and hostile natures, so you should be on guard for the latter. Beyond this, the Mushfens hold their own natural perils with terrain that is quite dangerous for those not accustomed to traversing it.
The way to the Glade of Silver Sparks is too difficult to reach without
knowing the path, and Tulvhatha’s influence has transformed the nearby landscape, cloaking it in mist and shadows and distorting what few landmarks there are to be found out in the swamp. However, when the full moon’s light shines upon one blessed by Ashava’s grace, she will be able to see the path. In addition to this boon, the blessing will grant abilities quite advantageous to taking down a foe like Tulvhatha

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To live in a non magical world.
And what about her necromantic powers? I mean it summons some undead but do we know what kind of them? Fortunately we've brought a cleric with us in this case. And what's the plan? To go to this glade, to look, to destroy the whip'O'whisp and to come back? Or is something more technical to learn before?

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Rogarch nibbles on the freshly caught fish.
"This is quite good actually."
"I have dealt with undead on several occasions. Generally a good hit with a hammer is enough to take them down. This will-o-the-wisp might prove to be more of a challenge."
@phaeton_nz : The Pathfinder Society, Primer provides a bonus to characters visiting certain lodges. In Magnimar you are allowed to borrow items from a list. My character will choose a purse of 10 gold for bribes or tolls. She has not participated in the first adventure (10-05).

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To those who do not have a full moon symbol on top of their dominant hand. Luvyre steps forward and offers Ashava’s Blessing.
Does any one not accept the Blessing?

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Need a few more details before Al gets tattooed. :)
Can you share with us exactly what areas of the city have been disturbed and what happened in each? Allanen ask, still trying to understand the threat.
When the full moon mark is offered Allanen pauses to consider what he knows of Ashava and what he thinks of Luvyre. Also what race is Luvyre?
Knowledge (religion), Ashava: 1d20 + 4 ⇒ (9) + 4 = 13
Sense Motive. Luvyre: 1d20 + 17 ⇒ (3) + 17 = 20

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Devaan will try to maneuver himself to be the second last to receive the mark.

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Knowledge Religion, Ashava: 1d20 + 8 ⇒ (16) + 8 = 24
The wizard is wondering: Is this Ashava good at least?
If yes, he accepts.

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Rogarch gets the impression that they will need this blessing to help complete their mission. Unless warned off from one of the other Pathfinders she prepares herself and Helping Hand to be blessed.

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Ashava the True Spark is an azata empyreal lord who manifested from marsh lights that danced in Elysium for ages, achieving divinity in doing so. Legends hold that Ashava seeks out lonely ghosts who have become lost, leading them to safety at night. Graveyard shrines to Ashava reportedly give lost souls a place where they can rest.
Waze may follow this link - https://pathfinderwiki.com/wiki/Ashava
Luvyve is a blue-skinned man with solid black eyes, pointed ears, and butterfly wings. He is sincere and is also an azata.

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After reflection and remembering what kind of god is Ashava, the wayang accepts the blessing.

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Allanen seems to wavier for a moment, but decides the Azata's intentions are true and accepts the mark. He will study it intently for a moment before returning his attention to the group.

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See Handout 1
Luvyire asks you to take his hand one at a time, and a full moon appears on the top of your dominant hand. If you presses a finger to this marking, you are gifted with a vision from Ashava herself, who shows all of you dancing in Magnimar under the light of the full moon, slowly transforming from your usual appearance to that of a werewolf with fur the colour of silvery moonlight.
While applying the blessing, Luvyire says While you will be taking on the form of a celestial werewolf, you will not actually be infected with the lycanthropic curse. You will retain your personality and control, and it will last only for the duration of tonight’s full moon. After tonight, the blessing ends and you will return to normal form.
In reply to Allanen, Heidmarch replies The Mistress of Angels in Ordellia, the Founder’s Flame in Naos, and the Cenotaph in the Capital District were all affected by Tulvhatha’s minions. They sought to spread the will-o-wisp’s haunting influence on the area. Luckily, those troubles are now behind us.
Luvyire then offers to teach the you all a sacred Ashavan dance to help soothe any restless spirits you may encounter.

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Well, at least I won't be recognized.

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In your hybrid form you certainly can. If in wolf form, only those that do not require hands
See handout 1
Anyway the blessing will kick in at moonrise so you should be entering the Mushfens by then. Moonrise is just after dusk so, if you want to make any preparations beforehand you'd better get on to it now

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That night ....
You arrive at the Mushfens by twilight. Moonlight streams through the forest’s thick canopy of dark branches. The chirps and gurgles of nocturnal critters echo in a soft, steady hum, interrupted only by the occasional snapping of a twig or low hoot of an owl. In the distance, fireflies flicker in the shadows. The scent of wet moss and dirt clings to the misty air. Several damp paths branch off, each leading deeper into the
swampy woods.
As the full moon’s light washes over them, those that accepted Ashava’s Blessing transform into celestial werewolves. Those Blessed also see a stream of faint, shimmering motes of light gleaming upon one of the paths plunging deeper into the Mushfens.
The trail here leads you to the east, into an area of swampy ground.
The swampy ground and trees both provide difficult terrain. The large web in the southwest of the map belongs to a particularly vicious giant spider that is currently not present. The cocoons contain the corpses of large animals, such as raccoons, deer, and even an alligator.
Shortly after you journey on the twinkling path you meet some unexpected company.
A sharp breeze cuts through the night, rustling loudly through the trees and brambles. Shadowy figures emerge from the undergrowth. The husky voice of the tallest figure calls out, Halt where you are, monsters!
I knew there was darkness inside you, Pathfinders, the man continues, his gaze a steely fire of determination and fury. Does the rest of the Pathfinder Society even know what foul beasts walk among them, or do they know and harbour you nonetheless? Maybe it’s even worse than that, hmm? Perhaps this paltry cabal of you represents the true face of the entire organization. Be assured that I shall find out. But for now, I see the truth of your malignant nature, and the ruse ends here—along with your lives!
Those who played the prequel recognise him as Inspector Theodorus Ichonvarde.

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"I understand your confusion, good sir."
"We are on a mission blessed by a minion of Ashava to help rid these woods of a great evil. These forms are transitory and necessary to find our way."
"I am Rogarch, warrior of Icestair. Who might I say you are?"

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Your Judge, Jury, and Executioner he replies.
Initiatives:
Allanen: 1d20 + 2 ⇒ (10) + 2 = 12
Beshmet: 1d20 + 6 ⇒ (15) + 6 = 21
Deevan: 1d20 + 2 ⇒ (18) + 2 = 20
Dorrion: 1d20 + 2 ⇒ (17) + 2 = 19
Rogarch: 1d20 + 9 ⇒ (3) + 9 = 12
Waze: 1d20 + 3 ⇒ (2) + 3 = 5
Theodorus: 1d20 + 6 ⇒ (8) + 6 = 14
red: 1d20 + 0 ⇒ (2) + 0 = 2
blue: 1d20 + 0 ⇒ (16) + 0 = 16
green: 1d20 + 0 ⇒ (6) + 0 = 6
Beshmet, Deevan, and Dorrion are up first.
You are all located at the top row of the map, above them. Please place your tokens

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Devaan would be in hybrid form if given the choice, but since he mostly casts spells, being in homid normal form is fine too. Also, if we're not supposed to kill these guys, someone will need to tell him.
Devaan hurls a chunk of ice at Blue while trying to determine if these guys are worth any real effort.
Ray of Frost: 1d20 + 3 ⇒ (8) + 3 = 11 vs. Touch
Cold Damage: 1d3 + 1 ⇒ (1) + 1 = 2

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Rogarch would be in hybrid form with her lucerne hammer already in hand.
@phaeton_nz : Her polearm has a 10 foot reach and as she has Uncanny Dodge she is not flatfooted in this combat.

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The cleric takes out his light crossbow, charges it and pulls blue.
Light crossbow:1d20 + 4 ⇒ (20) + 4 = 24
Confirmation Crit.:1d20 + 4 ⇒ (11) + 4 = 15
Damage:1d8 ⇒ 6

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Whichever form you like, your own, hybrid or wolf. It is a move action to shift
Beshmet - yes. Who do you want Fluffy to attack?
The ice hits, as does Dorrion's bolt - no crit though.
(Blue: -8)
Blue then charges at Dorrion and wallops him with a longsword
ls: 1d20 + 8 ⇒ (18) + 8 = 26 dam: 1d8 + 3 ⇒ (8) + 3 = 11 (not silvered)
Theodorus activates his Justice Judgement and fires a silvered arrow at Rogarch.
bow: 1d20 + 9 ⇒ (18) + 9 = 27 dam: 1d8 + 2 ⇒ (7) + 2 = 9 (silvered)
Allanen and Rogarch are up - also waiting on Fluffy

Helping Hand |

Helping Hand taps his mistress for luck (Guidance cast).

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Rogarch moves forward lucerne hammer in hand. Her body fills up with arcane energy as her rage begins. She attempts to bring her fury down on Theodorus.
To Hit, Rage, Guidance, Power Attack: 1d20 + 8 + 2 + 1 - 1 ⇒ (9) + 8 + 2 + 1 - 1 = 19
Damage, Cold Iron, Blunt, Rage, Power Attack: 1d12 + 6 + 3 + 3 ⇒ (9) + 6 + 3 + 3 = 21

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Rogarth just hits
(Blue: -8, Theodorus: -21)
Waiting on Allanen - will bot in 24 hours

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Allanen will adopt hybrid form
On Allanen's turn both Dorrion and Rogarch heal 5 as Allanen shares their wounds.
Oh my, violence already. he intones as he hexes Green with a sleep hex. Will Save DC 18

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green will: 1d20 + 2 ⇒ (18) + 2 = 20
The hex fails to connect and Green moves to attack Rogarth
ls: 1d20 + 8 ⇒ (11) + 8 = 19 dam: 1d8 + 3 ⇒ (2) + 3 = 5 (not silvered)
Waze is up.