TEXT: By Alexander Augunas
  MYSTERIES UNDER MOONLIGHT PART 1: 
  TESTAMENT OF SOULS
  PATHFINDER SOCIETY SCENARIO #10-05 
  TIER 3–7
  
  Pathfinder Society Scenario #10–05: Mysteries 
  Under Moonlight Part 1: Testament of Souls is 
  a Pathfinder Society Scenario designed for 3rd- 
  through 7th-level characters (Tier 3–7; Subtiers 3–4 
  and 6–7). This scenario is designed for play in the 
  Pathfinder Society Roleplaying Guild campaign, but 
  it can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how 
  to read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at PathfinderSociety.club.
  HOW TO PLAY
  Author • Alexander Augunas
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Carmen Cianelli, Ian Llanas, 
  Tadas Sidlauskas, and Kieran Yanner
  Cartographer • Jason Engle
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, 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
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  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 are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
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  previously been designated as Open Game Content, or are exclusively derived from previous 
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  Open Game Content: Except for material designated as Product Identity (see above), the 
  game mechanics of this Paizo game product are Open Game Content, as defined in the 
  Open Game License version 1.0a, Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Pathfinder Society Scenario #10–05: Mysteries Under Moonlight Part 1: Testament of Souls 
  © 2018, Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder 
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  GM ResouRces
  Testament of Souls makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder RPG GameMastery Guide, Pathfinder RPG Monster Codex, 
  and Pathfinder RPG Occult Adventures (OA). This adventure assumes the GM has access to these 
  sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at  pfrd.info, and the relevant rules from the Bestiary volumes are reprinted at 
  the back of the scenario for the GM’s convenience. 
  Table of Contents
  Testament of Souls  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3
  Handout  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Appendix   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  
  • Magnimar
  Varisia
  33
  MYSTERIES UNDER MOONLIGHT 
  PART 1: TESTAMENT OF SOULS
  MYSTERIES UNDER MOONLIGHT 
  PART 1: TESTAMENT OF SOULS
  Two weeks have passed since this attack, and while Luvyire 
  is recovering, Ordellia hasn’t been seen since. Meanwhile, 
  Tulvhatha’s followers have corrupted three of the city’s 
  monuments: the Mistress of Angels, the Founder’s Flame, and 
  the Cenotaph. Magnimar’s Lord-Mayor Grobaras had all but 
  ignored the peculiarities that have befallen the monuments, but 
  his priorities shifted when eerie moaning and spectral lights 
  began accosting the Cenotaph, prompting public outcry in 
  the city’s Capital District. To combat this menace and appease 
  the populace, Grobaras hired a supernatural investigator—
  Inspector 
  Theodorus 
  Ichonvarde—to 
  investigate 
  and 
  ultimately thwart the supernatural occurrences. After several 
  days of investigations, however, Theodorus has not uncovered 
  the cause, and some are beginning to question his methods. 
  E
  stablished just over a century ago, Magnimar is well 
  known as the City of Monuments. The metropolis 
  earned this nickname with the completion of the 
  Arvensoar, a grand tower that commemorates a miracle 
  that spared the town from destruction during its early days. 
  According to legend, founder Ordellia Whilwren called out 
  to an angel who was said to watch over the local Varisians for 
  protection from a mighty storm. Her prayers were answered 
  with a dramatic flash of light that parted the clouds and 
  cleared the skies. In the intervening years, Magnimar’s people 
  have constructed over a dozen additional monuments in 
  and around the city, many of them commemorating historic 
  moments or honoring the celestial beings who watch over 
  them. Included among these monuments is the Glade of Silver 
  Sparks, a humble dancing field dedicated to Ashava, empyreal 
  lord of dancers, wayward spirits, and moonlight. Nestled deep 
  within the Mushfens swamp to the south of Magnimar, this 
  monument sees few visitors. Unbeknownst to most, the glade 
  houses a relic called the Soul Spark that acts as a beacon for 
  wayward souls, guiding the restless dead to the afterlife.
  The glade has recently attracted the attention of a 
  malevolent will-o’-wisp named Tulvhatha. In her wanderings 
  through the Mushfens, Tulvhatha made a connection to 
  a dark and inscrutable force that guided her to the Soul 
  Spark and granted her visions of a profane ritual capable 
  of corrupting Magnimar’s monuments. Tulvhatha quickly 
  set to enrapturing the hearts of denizens of the Mushfens 
  through fear and false promises. With her expanded forces, 
  she assaulted the Glade of Silver Sparks, subdued two of the 
  three azatas protecting the glade, and began preparing her 
  foul rituals. Unknown to Tulvhatha, one of the azatas, Luvyire, 
  survived the attack and fled to Magnimar for help. Sensing 
  the presence of Ordellia Whilwren, now a righteous ghost, 
  Luvyire rushed to the side of Magnimar’s founder. But when 
  Tulvhatha learned of Luvyire’s survival, she sent minions to 
  hunt him down. These minions grievously injured Luvyire 
  and disrupted Ordellia’s spiritual essence, preventing her 
  from manifesting properly. Still, Ordellia managed to provide 
  an opening for Luvyire to escape and directed him toward her 
  old townhouse as a safe place to rest. 
  By Alexander Augunas
  Mysteries Under Moonlight Part 1: Testament of Souls 
  takes place in the free city of Magnimar, on the southwest 
  corner of Varisia. For more information about Magnimar, 
  see Pathfinder Campaign Setting: The Inner Sea World 
  Guide and Pathfinder Campaign Setting: Magnimar, City of 
  Monuments. For more information about Magnimar’s famous 
  ghost, Ordellia Whilwren, see Pathfinder Campaign Setting: 
  Undead Unleashed. These books are available in bookstores 
  and game stores everywhere and online at paizo.com.
  Where on Golarion?
  
  Venture-Captain 
  Canayven Heidmarch
  PATHFINDER SOCIETY SCENARIO
  44
  With few leads, Theodorus has begun questioning citizens 
  whom he has identified as suspicious, the majority of whom 
  have been native Varisians. After hearing concerned reports 
  from numerous Varisians, the Varisian Council reached 
  out to Venture-Captain Sheila Heidmarch, requesting the 
  Pathfinder Society’s experienced and unbiased hand to also 
  take part in the investigation.
  SUMMARY
  The PCs begin the adventure at Heidmarch 
  Manor, where they receive a briefing from 
  Venture-Captains Sheila and Canayven 
  Heidmarch. After providing the PCs with 
  supplies, 
  the 
  venture-captains 
  direct 
  the PCs to Davorge, an acquaintance of 
  Canayven who is knowledgeable about 
  spiritual matters. Davorge eagerly agrees 
  to assist the PCs. At the corrupted Mistress 
  of Angels monument, the PCs encounter 
  Inspector Theodorus, who is interrogating 
  several witnesses regarding recent events 
  at the monument. The PCs have the 
  opportunity to interview Theodorus 
  and the witnesses themselves, 
  and, 
  with 
  Davorge’s 
  help, 
  summon 
  the 
  ghost 
  of 
  Ordellia. The PCs attempt to 
  communicate with Ordellia’s 
  ghost 
  and 
  then 
  investigate 
  the 
  other 
  two 
  corrupted 
  monuments, 
  the 
  Cenotaph 
  and Founder’s Flame. At the Cenotaph, the PCs discover 
  that the spirits of the dead entombed at the Cenotaph are 
  restless, and the PCs must calm them to locate the source 
  of this disturbance in the Cenotaph’s catacombs. As the PCs 
  reach this source, however, several restless undead rise and 
  attack them. At the Founder’s Flame, the PCs discover fiery 
  monsters tainted with Tulvhatha’s influence.
  With the monuments quelled, the PCs return to Ordellia 
  and find the town’s namesake ghost properly manifested. 
  Ordellia informs the PCs of her battle against a group of 
  cultists and the victim she managed to rescue—a yamah 
  azata named Luvyire that she hid away in her townhouse. 
  The PCs enter and find Luvyire, but before he can explain 
  what is happening, a soul eater working for Tulvhatha arrives 
  to finish off the azata. With the soul eater defeated, Luvyire 
  offers the PCs a blessing and asks them to put an end to the 
  will-o’-wisp’s corrupting influence.
  GETTING STARTED
  The PCs arrive in Magnimar at the request of Venture-
  Captain Sheila Heidmarch. The PCs made good time getting 
  to the Magnimar Lodge, and Sheila is out performing some 
  final investigations prior to giving the mission briefing. Her 
  husband, Venture-Captain Canayven Heidmarch, treats the 
  PCs to brunch while they wait.
  The sound of footsteps echoes down the hallway outside of 
  Heidmarch Manor’s cozy dining room. Venture-Captain Canayven 
  Heidmarch sets down his fork and rises from his chair by the 
  hearth. The stern Venture-Captain’s eyes brighten a bit 
  as he says, “Sheila’s footsteps.” Moments later, the 
  door to the dining room swings open, and Venture-
  Captain Sheila Heidmarch enters the room, taking 
  a seat at the head of the table opposite the 
  hearth. Canayven pours her a cup of hot tea as 
  he addresses her, “Welcome back. The Pathfinder 
  agents you requested have been fed and are 
  ready for their briefing.”
  “Splendid,” Sheila replies as she sets a folded 
  piece of parchment down on the table. She 
  smiles and gracefully takes a small sip of the 
  steaming tea, savoring the flavor. “Thank you, 
  Canayven. And Pathfinders, thank you all for 
  coming to Magnimar on such short notice. I’ve 
  specifically requested your presence here 
  because I believe that you’re uniquely 
  suited to helping the city of Magnimar 
  with a problem that seems to be 
  spreading in recent weeks. As 
  you’re likely aware, Magnimar is 
  known across the Inner Sea region 
  as the City of Monuments for the 
  dozens of monuments within city 
  itself and the surrounding region. These monuments are well 
  known for their sacred properties—performing any number of 
  respectful acts at their bases provides a pilgrim with a minor 
  boon. Adventurers and mystery cultists by the droves make 
  pilgrimages to Magnimar for a chance to experience the touch of 
  the divine. But recently, something appears to have changed with 
  several of these structures.
  “A friend of mine in the Varisian Council, one of Magnimar’s 
  governing bodies, has alerted me that several key monuments—
  namely, the Mistress of Angels in Ordellia, the Founder’s Flame in 
  Naos, and the Cenotaph in the Capital District—have all been sites 
  of strange supernatural occurrences ranging from eerie wailing 
  and spectral lights to magical conflagrations. Lord-Mayor Grobaras 
  appointed a sleuth specializing in the supernatural, a man named 
  Theodorus Ichonvarde, to investigate. However, my contact 
  reports that Ichonvarde’s attempts have borne little fruit thus 
  far, and the council has accused Theodorus of badgering Varisian 
  witnesses. Moreover, several innocents have been harmed in 
  the occurrences at the Founder’s Flame. The implication that 
  someone—or something—has tampered with Magnimar’s legacy 
  leads me to believe that this is a case best suited to our interests 
  and your abilities.” 
  
  Venture-Captain 
  Sheila Heidmarch
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  55
  Sheila picks up the folded piece of parchment next to her 
  teacup, “I’ve secured an official writ from the Varisian Council to 
  grant you legal permission to investigate. If you’re willing to help 
  Magnimar, I can also lend you some supplies.”
  The supplies Sheila is referring to are listed in the Treasure 
  entry on page 6. If the PCs agree to help, Canayven provides 
  additional information.
  Canayven adds, “Davorge. If anyone would know 
  what’s been going in the district of Ordellia, it’d be 
  him. He’s a mystery cultist. He’s also an expert 
  in supernatural matters, particularly those 
  tied to Ordellia. Look for him in the tavern 
  next to the Rose and Rake Theatre. He eats 
  lunch there often. If he’s not there when 
  you arrive, you might find someone who 
  knows where to find him.”
  The PCs may have questions for the 
  venture-captains. The following are 
  likely questions and responses.
  Do you have any theories about 
  what’s causing the disturbances? 
  Sheila furrows her brow as she 
  speaks, 
  “Currently, 
  my 
  best 
  guess is that this is some sort of 
  supernatural haunting. The bouts 
  of supernatural activity and the 
  ghostly wailing coming from the 
  Cenotaph seem to support this 
  theory, but ultimately no one’s truly sure what’s going on.”
  What is a mystery cultist? Canayven answers, “A follower 
  of the empyreal lords who watch over Magnimar. They’re 
  private about matters of faith, but they’re trustworthy.” 
  How should we proceed with the inspector? Shelia ponders 
  the question a moment before responding. “I have heard 
  of Ichonvarde before. He’s closed several cases attributed 
  to occult phenomena over the past few months, and in so 
  doing earned the trust of the lord-mayor. Whether or not you 
  choose to work with Theodorus is up to your discretion and 
  his willingness, I suppose. Regardless, it would be unwise to 
  antagonize him.”
  Why is the Varisian Council undermining the Lord-Mayor? 
  Sheila replies, “The primary duty of the Varisian Council is 
  to protect the rights and traditions of native Varisian people. 
  They’re likely seeking to ensure that no Varisian is unjustly 
  blamed for what is transpiring across the city. Beyond that, 
  the council knows that it is in no one’s best interest to allow 
  these dangerous events to continue.”
  Can you tell us more about the monuments? If the PCs ask 
  about the monuments, Sheila gives further details, giving the 
  information the PCs would have received if they rolled a 15 on 
  all Knowledge checks to learn more about the monuments 
  (see below).
  Will the authorities help us? Sheila nods as she speaks. 
  “You’ve been deputized by the Varisian Council, and that will 
  be enough to earn at least a measure of cooperation from the 
  average citizen. That being said, the lord-mayor has officially 
  cast his lot with Theodorus, and as a result there’s the possibility 
  that some authorities might not recognize you as 
  an official legal presence in the matter.”
  DIPLOMACY (GATHER INFORMATION), 
  KNOWLEDGE (GEOGRAPHY), OR 
  KNOWLEDGE (LOCAL)
  The PCs may know more about 
  Magnimar’s monuments. Each PC can 
  attempt one check for each monument. 
  They learn all the information whose 
  DC is equal to or less than the 
  result of their check. 
  10+ (Any): As its moniker 
  implies, 
  Magnimar 
  is 
  home 
  to 
  dozens 
  of 
  monuments, 
  typically erected to honor 
  Magnimarian deities, folk 
  heroes, and historic events. 
  Most monuments can grant a 
  unique boon to those who pray 
  before them.
  15+ (Cenotaph): The Cenotaph 
  is a memorial to Alcaydian 
  Indros, 
  one 
  of 
  Magnimar’s 
  founders. Originally designed as an empty tomb, residents 
  of Magnimar pay significant sums of money to be entombed 
  near or within the Cenotaph, as doing so is seen as a 
  postmortem status symbol.
  20+ (Cenotaph): Countless famous personalities have been 
  entombed within the Cenotaph. While under the official 
  care of the Church of Pharasma, its catacombs are open to 
  the public. Over the past few years, Sheila Heidmarch has 
  been entombing fallen Pathfinder agents from all walks of 
  life in the Cenotaph out of respect for their sacrifices, to the 
  displeasure of some local elites.
  15+ (Founder’s Flame): The Founder’s Flame is in Naos, 
  home to many of Magnimar’s prosperous merchants. 
  Erected by Antholus Kaddren shortly after the city’s 
  founding, the monument is said to sport a constant halo of 
  multicolored fire.
  20+ (Founder’s Flame): The Founder’s Flame’s truest 
  marvel lies not within its impressive pyroclastic displays, 
  but in its endless supply of fuel. The monument stays ablaze 
  via a mysterious green oil that never seems to deteriorate or 
  deplete and is capable of creating flames in a scintillating 
  array of colors. 
  
  Davorge
  PATHFINDER SOCIETY SCENARIO
  66
  15+ (Mistress of Angels): The 
  Mistress of Angels is in Ordellia, 
  a district located on an island on 
  the Yondabakari River. It was built 
  in honor of Ordellia Whilwren, 
  one of Magnimar’s most beloved 
  founders, just outside of her 
  former townhouse.
  20+ (Mistress of Angels): The 
  Mistress of Angels was erected 
  following Ordellia’s murder several years after Magnimar’s 
  founding. In the years since, countless locals claim to have 
  seen Ordellia’s ghost, who has a reputation for helping the 
  meek and persecuted throughout the Ordellia District.
  Treasure: The Heidmarches provides each PC with 
  a potion of cure moderate wounds. They also supply the 
  group with two potions of protection from evil, three oils of 
  magic weapon, and a wand of lesser restoration (7 charges). In 
  Subtier 6–7, the healing potions are instead potions of cure 
  serious wounds, and the Heidmarches also lend the PCs a +1 
  longspear. Sheila adds that if the PCs are successful, she’ll 
  consider these items part of their compensation. 
  To receive access to these items on their Chronicle sheets 
  as well as their monetary value, the PCs must progress 
  further with the investigation.
  Development: Before the PCs leave, Sheila provides them 
  with the Varisian Council’s writ of authority (Handout, see 
  page 19). 
  INVESTIGATION IN ORDELLIA
  Although Ordellia lies on the opposite side of Magnimar 
  from Heidmarch Manor, it’s relatively simple for the PCs 
  to find the Rose and Rake Theatre. The Rose and Rake is 
  a large, open-air playhouse which frequently hosts town 
  hall meetings and other large gatherings. In the playhouse’s 
  shadow is a well-kept tavern known for its dashing waitstaff 
  and their slick, trimmed uniforms. A sign above the tavern 
  depicts a rose and a small garden rake. The tavern’s owners 
  have been petitioning the city for permission to 
  formally name their establishment after the 
  famous theater and civil center next door, to 
  no avail.
  Sitting near the back of the tavern is 
  Davorge (CG male human cleric of Ashava 
  6), a dark-haired Varisian man wearing 
  a flowing tunic and trousers, both with 
  silver embroidery. When the PCs enter 
  the establishment, he waves them over 
  and 
  introduces 
  himself, 
  inquiring 
  whether they have any ghost stories 
  they’d be willing to share with him. 
  A PC can attempt a DC 10 Perform 
  (oratory) or Perform (sing) check to 
  tell her story with grandeur. On a 
  success, Davorge purchases the 
  PC a drink. Davorge is a cheerful 
  fellow who moves and speaks with 
  a melodic rhythm, as if he 
  were constantly dancing. If the 
  PCs ask him about Ordellia or 
  the Mistress of Angels, he can 
  share any information from 
  the 
  scenario’s 
  background 
  (except as regards the azata Luvyire and recent events). He 
  greatly admires Ordellia for her role in founding the city 
  and her continued vigil over the city. He can also tell them 
  the gist of how Ordellia died—two Chelaxian merchants 
  associated with a Skinsaw cult murdered her as part of a 
  failed conspiracy to discredit local Sczarni merchants. 
  If the PCs inquire about the ghost of Ordellia Whilwren 
  or the supernatural happenings in the Ordellia district, read 
  or paraphrase the following.
  “You say you’re looking for strange happenings here, in Ordellia?” 
  Davorge laughs, a merry ringing with no hint of malice. “My 
  friend, what’s strange to you is commonplace here! After all, we 
  happen to have our own resident ghost—the ghost of one Ordellia 
  Whilwren, in fact, whose mortal abode happens to be ‘round the 
  corner from where we sit. You see, I’m something of an aficionado 
  of Ordellia. I’d love nothing more to see that poor, lost soul move 
  peacefully from our life to the next. But lately, I’ve heard strange 
  reports about her. She appears lost, scared, desperate even. I was 
  going to investigate the matter myself, yet now that you’re here 
  I wonder if our dances are, in fact, a duet. What do you say? Care 
  to investigate the matter together?”
  During this scenario, the PCs will have the opportunity to 
  wander into the Cenotaph, a mausoleum to Magnimar’s 
  esteemed elite. At the beginning of the adventure, the 
  GM should ask the PCs if any character they’ve played has 
  permanently died during any Season 4 scenario, 
  Pathfinder Society Scenario #7–03: The Bronze 
  House Reprisal, Pathfinder Society Scenario #7–
  25: Orders From the Gate, Pathfinder Society 
  Scenario #8–01: Portent’s Peril, Pathfinder 
  Society Scenario #8–22: Wrath of the 
  Fleshwarped Queen, or Pathfinder Society 
  Scenario #9–09: Beyond the Halflight 
  Path. The names of any such fallen 
  PCs appear on a plaque on one of the 
  tombs in area A, along with a bouquet 
  of flowers and other honoring trinkets 
  left to them by Sheila Heidmarch.
  Respect for the Dead
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  77
  Use the following DCs for skill checks during the PCs’ 
  investigation at the Mistress of Angels, as well as for their 
  efforts to sanctify monuments (see sidebar on page 10) and 
  to pacify spirits at the Cenotaph (see page 11).
  Subtier 
  Clue 1 
  Clue 2 
  Clue 3
  3–4 (4 players) 
  13 
  16 
  19
  3–4 (5+ players) 
  14 
  17 
  20
  6–7 (4 players) 
  16 
  20 
  23
  6–7 (5+ players) 
  17 
  22 
  26
  Skill Check DCs
  If the PCs refuse Davorge’s assistance, he nods and 
  promises that they can always change their minds if they 
  decide they want his help later. If the PCs accept his offer, 
  Davorge eagerly leaps from his table and walks the PCs out of 
  the tavern, dropping some coins on the counter for his drinks 
  as he goes.
  When the PCs are ready to visit the Mistress of Angels, with 
  or without Davorge, read or paraphrase the following.
  A small crowd has gathered in front of the Mistress of Angels, a 
  marble statue of a Chelaxian woman with flowing hair and plain 
  clothing. The statue carries a butterfly emblem in her right hand 
  and a starknife in her left, and her eyes stare out over the sea 
  to the north. Behind the statue is a large wooden townhouse. A 
  brass plaque labeled “Ordellia’s Townhouse” marks the building’s 
  southernmost entrance.
  When the PCs arrive at the Mistress of Angels, Inspector 
  Theodorus Ichonvarde has lined up five witnesses and is in 
  the process of interrogating them for information regarding 
  the disturbances. Among them are a pair of women—
  one Chelaxian and the other Varisian—holding hands, 
  a Chelaxian man who appears bored with the exchange, 
  a young Varisian man who looks close to tears, and a 
  Varisian woman in dancer’s garb glancing impatiently at a 
  nearby sundial. The PCs can engage Inspector Theodorus 
  Ichonvarde himself and question the witnesses (respectively 
  Eylvian and Vonysa Ameluri, Havaroc Tharvius, Kysu Xitan, 
  and Ysandre Glitterwing) themselves. Alternatively, they 
  can inspect the Mistress of Angels for additional clues. If 
  Davorge accompanies the PCs, his attention immediately 
  goes to the Mistress of Angels.
  The PCs may try to enter Ordellia’s Townhouse. If they 
  do so before investigating all three monuments, Ordellia’s 
  distressed ghost interferes with them. The strong wooden 
  doors and windows are all secured with good-quality locks 
  (Disable Device DC 30), and if the PCs make any attempt 
  to enter the building, the door or window they are trying 
  to enter flashes with light in the shape of a silver butterfly. 
  They hear a woman’s voice screaming, “Stay Out!” This is a 
  fragment of Ordellia’s disrupted essence trying to protect 
  Luvyire. Davorge informs the PCs that this is Ordellia’s 
  voice and strongly insists that they talk to Ordellia and 
  alleviate her suffering before forcing their way into her 
  home. If the PCs persist, they find Luvyire within, in the 
  same physical state he has later in the adventure (see 
  area C). The yamah is distressed not only by the sudden 
  intrusion but also by Ordellia’s reaction to it. He begs the 
  PCs to leave and to do what they can to assist the kindly 
  ghost who has been helping him. So far, his attempts to 
  reach out to her have failed, but he refuses to stop trying to 
  help her or to leave the townhouse until he can be sure that 
  she is not in danger.
  CONDUCTING THE INVESTIGATION 
  The PCs can either investigate the Mistress of Angels or speak 
  to the inspector and the assembled witnesses. While the 
  PCs don’t need to speak with Theodorus and his witnesses, 
  doing so makes it easier to perform the ritual to sanctify 
  the monument and contact Ordellia later (see Ritual of 
  Sanctification on page 9). 
  The PCs can question an NPC or investigate the Mistress 
  of Angels with a series of skill checks. For each subject, each 
  PC can attempt a single check. The skills that can be used to 
  question an NPC or investigate the monument are listed in the 
  Investigation Skills entry for each subject. PCs can attempt to 
  assist each other using aid another, but a PC who aids another 
  cannot attempt her own skill check for the same task. The PC 
  receives all clues whose DC is less than or equal to the result 
  of her check. The DCs to uncover each clue are listed in the 
  sidebar above. Feel free to reward creative solutions and uses 
  of appropriate skills that are not mentioned in the text.
  INSPECTOR THEODORUS ICHONVARDE
  Inspector Theodorus Ichonvarde is the supernatural sleuth 
  officially hired to investigate the occult occurrences at 
  Magnimar’s monuments. He is well-liked and trusted by 
  Lord-Mayor Grobaras after successfully solving a string of 
  small supernatural crimes over the past year. By the time the 
  PCs arrive in Ordellia, Theodorus has gathered five witnesses 
  near the Mistress of Angels and has begun interviewing them.
  Theodorus is initially dismissive of the PCs and their 
  efforts. He sees them as civilians meddling in his professional 
  work and firmly requests that they leave him to his work 
  without engaging or answering any of their questions. 
  If the PCs show Theodorus their writ, he becomes more 
  cooperative, begrudgingly treating them as colleagues and 
  with more respect. In truth, the revelation that the Varisian 
  Council requested the PCs’ assistance rattles Theodorus, his 
  inflated self-confidence quickly infested with seeds of doubt. 
  If the PCs act aggressively toward or threaten Theodorus, he 
  calmly reminds the PCs that Lord-Mayor Grobaras appointed 
  him specifically and threatens to have the PCs arrested and 
  imprisoned if they continue to interfere with his work.
  
  Theodorus
  PATHFINDER SOCIETY SCENARIO
  88
  Although Theodorus isn’t actively malicious, he’s bitter 
  about the PCs’ authority in what he considers his case. He 
  makes snide comments whenever the PCs ask the witnesses 
  questions he believes are inappropriate or fail a skill check 
  to discover a clue—particularly toward PCs who are ethnic 
  Varisians. If the PCs call out Theodorus’s biases, he claims 
  that he is impartial and then questions the PCs’ competence 
  and experience with investigating crimes.
  Investigation Skills: Theodorus ignores any 
  questions that the PCs ask him until they show him 
  their writ. After seeing the writ, he offers the PCs 
  the assistance he feels professionally obligated to 
  give. He informs them of the general timetable 
  of the hauntings—first the Mistress of Angels 
  2 weeks ago, followed by the Founder’s Flame 
  last week and the Cenotaph 4 days ago—and 
  allows them to question his witnesses under 
  his supervision. Theodorus does not volunteer 
  any further information beyond this, as he 
  worries doing so will enable the PCs to solve 
  the case before him.
  However, the PCs may be 
  able to pry more information 
  out of him if they chose their 
  words correctly. Theodorus is 
  vulnerable to flattery (Diplomacy) 
  as well as repeated insinuations of 
  his incompetence (Bluff, Perform 
  [comedy], or a relevant Profession 
  check). If a PC succeeds at such 
  a check to influence him, he 
  quietly reveals that he has seen 
  signs of vampire attacks in the 
  area over the last few days: bloodless bodies turning up with 
  characteristic puncture wounds on the neck. He believes 
  (correctly) that these attacks are connected to the disturbances 
  at the monuments (see page 16). However, he also (incorrectly) 
  believes that vampires play a larger role in the plot to use 
  the monuments. He asserts that some citizens are actively 
  impeding his investigation, whether because they are under 
  the vampire’s influence or because they simply don’t respect 
  the concept of law and order (a stereotype typically attributed 
  to ethnic Varisians). After sharing this information, he asks 
  PCs to keep his statements about vampires secret from the 
  public to avoid inciting panic. 
  Learning Theodorus’s suspicious about vampire spawn 
  does not give the PCs direct mechanical benefits, but it can 
  help them prepare for the final encounter.
  EYLVIAN AND VONYSA AMELURI
  Eylvian and Vonysa are newlyweds from Kaer Maga who are 
  spending a month-long honeymoon in Magnimar. Eylvian 
  is Chelaxian, with dark hair and eyes and pale skin, while 
  Vonysa is a Varisian woman with curly raven hair, brown skin, 
  and dichromatic eyes. They wear matching silver-and-pearl 
  wedding rings. Eylvian grasps Vonysa’s hand tightly during 
  their interview with the inspector, gesticulating wildly with her 
  free hand as she combats the inspector’s rudeness with barbs 
  of her own. Vonysa is content to stand in place and listen, quiet 
  as the dead. The PCs can convince the Ameluris to share what 
  they know if they can calm Eylvian or rouse Vonysa 
  from her indifference.
  Investigation Skills: Acrobatics, Diplomacy, 
  Intimidate, Perform (any), or Sleight of Hand. 
  If a PC compliments their rings or otherwise 
  changes the topic from the investigator’s 
  questioning to their honeymoon, all PCs gain 
  a +4 bonus on checks to investigate the couple.
  Clue 1: Eylvian informs the PCs that 
  they were on their way home from a theatre 
  performance staged by a local dancer when 
  they decided to ask for a blessing at the Mistress 
  of Angels on their way back to the inn. They saw a 
  group of shady individuals in black garb 
  gathering around the monument.
  Clue 2: To the Ameluris, it 
  appeared as if these people were 
  drawing something in chalk around 
  the monument. They wanted to 
  avoid trouble, so they moved quickly 
  and pretended to see nothing.
  Clue 3: Vonysa describes the 
  appearance of some sort of 
  unholy symbol around each of 
  the cultist’s necks—an image 
  of a faintly glowing skull.
  HAVAROC THARVIUS
  Havaroc is a male Chelaxian sculptor working out of 
  Magnimar’s Golemworks but happens to live in Ordellia. He 
  seems rather bored with the investigation and complains that 
  he simply wants to return home after a long day’s work. To 
  get the PCs to share what he knows with them, they’ll need to 
  convince him that talking to them is worth his time.
  Investigation Skills: Diplomacy, Intimidate, or Profession 
  (barrister). PCs using Diplomacy to investigate Havaroc take a 
  –4 penalty on their checks, as he is in a foul mood.
  Clue 1: Havaroc works an overnight shift at the Golemworks 
  twice a week, so he was on his way to work when he happened 
  past the crime. He recalls seeing strange people wearing 
  heavy cloaks and some sort of glowing necklaces.
  Clue 2: Havaroc called out to the shady group, asking them 
  what they were doing loitering in a place like the Ordellia’s 
  Townhouse. 
  Someone—he 
  presumes 
  their 
  leader—
  responded angrily, speaking Common but with an accent 
  Havaroc wasn’t familiar with.
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  99
  Clue 3: Havaroc recalls the group’s leader saying that they 
  needed to find someone named “Looney Vire.” A PC who 
  succeeds at a DC 15 Linguistics check concludes that Havaroc 
  likely misheard the name.
  KYSU XITAN
  Kysu is a young adult male Varisia-born kitsune currently in 
  his human form, which passes as a Varisian human with curly 
  brown hair. He stands before Inspector Theodorus carrying 
  two armfuls of heavy groceries, and being stuck here for hours 
  while being interrogated has him close to breaking down in 
  tears. When the PCs address him, he cries out that he should 
  have never moved to the city. The PCs can convince Kysu 
  to share what he knows with them if they prove themselves 
  kindly and trustworthy or if they promise to get him away 
  from Inspector Theodorus.
  Investigation Skills: Bluff, Craft (any), Diplomacy, or 
  Perform (any). If a PC temporarily relieves Kysu of his 
  groceries, all PCs gain a +2 bonus on checks to investigate 
  him. Kitsune PCs who are not in human form receive a +4 
  bonus on their skill check to investigate Kysu.
  Clue 1: Kysu informs the PCs that he noticed a group of 
  cloaked individuals chasing what looked like a blue-skinned 
  human with magnificent butterfly wings through the streets. 
  Kysu confesses that he quickly hid in a nearby alley when he 
  realized what was going on.
  Clue 2: Kysu speaks Celestial, and he distinctly remembers 
  the winged man calling out for Ordellia Whilwren in 
  Celestial as he fled through the streets, though Kysu is 
  unsure what business a butterfly man would have with the 
  town’s ghostly guardian.
  Clue 3: Kysu realizes that he recognizes the butterfly man’s 
  appearance, having seen a tapestry that depicts three people 
  who look like him dancing in a swamp along a riverbank. 
  This clue serves as foreshadowing for Part 2 of the adventure.
  YSANDRE GLITTERWING
  Ysandre is a middle-aged female Varisian woman who works 
  as a classically trained dancer and dance instructor at a small 
  school connected to the Rose and Rake. She teaches classic 
  Varisian folk dances and traditional Chelaxian waltzes. On 
  stage, Ysandre’s personal style is blend of Ashavic and Desnan 
  religious dances. She is best known for her silver-trimmed 
  butterfly wing cloak, from which she derived her stage name 
  Glitterwing. Theodorus’s questioning has her late for her next 
  dance class. Furthermore, she is growing increasingly annoyed 
  with Theodorus’s rudeness and focus on questioning ethnic 
  Varisians. The PCs can convince Ysandre to help them with 
  the investigation if they address her politely and respectfully.
  Investigation Skills: Bluff, Diplomacy, or Perform (dance). 
  If a PC flatters Ysandre for her style and skill at dancing or 
  openly identifies as a follower of Ashava or Desna, all PCs gain 
  a +4 bonus on checks to investigate her.
  Clue 1: Ysandre recalls that after her last performance at 
  the Rose and Rake, she spotted a group in dark cloaks headed 
  west away from the Mistress of Angels. There was a faint smell 
  of decay in the air as they passed, like rotting vegetation. Out 
  of curiosity she inspected the area, only to find it marred 
  with some sort of strange graffiti that reminded her of the 
  Thassilonian runes that have been appearing in museums 
  over the past decade. She admits that she has no genuine 
  experience with Thassilonian lore, however.
  Clue 2: Ysandre noted that whatever the runes did, they 
  seemed to have reversed the monument’s blessings. Instead 
  of invigorating the heart, they now seem to fill it with doubt 
  and indecision.
  Clue 3: Last night, Ysandre saw the ghostly visage of 
  Ordellia Whilwren appear before her at her namesake theatre. 
  The ghost is an uncommon sight around the city, but Ysandre 
  notes that she seemed distant, terrified, and desperate for 
  help. Ordellia left abruptly without saying anything—an 
  unusual occurrence.
  THE MISTRESS OF ANGELS
  Depicting the Magnimarian founder Ordellia Whilwren, 
  this monument stands in testament to the welcoming, 
  accepting spirit of Magnimar and its citizens. 
  Investigation Skills: Knowledge (arcana), Knowledge 
  (religion), Perception, or Spellcraft. If the PCs asked Davorge 
  to assist them in their investigation, his familiarity with 
  the area grants the PCs a +8 bonus on checks to investigate 
  the monument.
  Clue 1: A strange, chalky substance coats the ground 
  around the monument even after several weeks. Markings 
  resembling runes are scrawled upon the ground.
  Clue 2: The butterfly emblem in the statue’s hand is a holy 
  symbol of Desna. However, in place of the typical images of 
  stars within the symbol’s wings, there are leering skulls.
  Clue 3: A spot of dried blood is splashed on the side of the 
  monument, indicating that something violent occurred here 
  recently. Based on the blood’s location, it stands to reason that 
  there was once more blood here, but it was cleaned up in a 
  hurry. This is Luvyire’s blood, left behind when Tulvhatha’s 
  cultists attacked him.
  RITUAL OF SANCTIFICATION
  After the PCs have investigated all the witnesses and the 
  monument, Davorge suggests they perform a ritual to purge 
  the corruption at the Mistress of Angels and summon Ordellia 
  Whilwren. If the PCs didn’t invite Davorge to the investigation, 
  he arrives as they are wrapping up their investigation with the 
  intent to summon her as he originally intended, explaining 
  that “Ordellia is something of a guardian of her namesake 
  town, and she might know what’s going on.” Davorge asks for 
  the PCs’ aid, emphasizing that the ritual is likely to fail if it 
  involves too few participants.
  
  Ordellia
  PATHFINDER SOCIETY SCENARIO
  10
  10
  Once the PCs are ready, Davorge takes 
  out a symbol of a woman dancing in front 
  of a moon and places it around his neck. 
  PCs who worship Ashava or succeed at 
  a DC 15 Knowledge (religion) check 
  recognize this necklace as a holy 
  symbol of Ashava, empyreal lord 
  of dancers, lonely spirits, and 
  moonlight. Davorge begins the 
  ritual by drawing a circle on 
  the ground and spreading 
  blue flower petals across 
  the circle. Then he stands 
  in the center and begins to 
  sing an old Desnan lullaby 
  while dancing. 
  See the Sanctifying a 
  Monument sidebar above 
  for the rules for performing 
  this ritual.
  The blue petals rise into the air and 
  clump together in groups of four, 
  creating the likeness of a dozen 
  butterflies that flit about before 
  resting on the ground in calm silence. Moments later, a spectral 
  visage of a Chelaxian woman with black hair and plain clothes 
  appears in a nearby alleyway, clutching a silver butterfly in one 
  hand and a starknife in the other. She stares off into the distance, 
  terrified, and mutters a single word: “Help!”
  Regardless of how well the PCs assisted Davorge, he 
  summons Ordellia’s ghost, but her state depends upon 
  whether or not the Mistress of Angels was sanctified. If the 
  PCs did not sanctify the monument, the ghost of Ordellia 
  Whilwren is frantic. She rebukes all attempts to approach 
  her, wailing louder and forcing Davorge to beg the PC to 
  step away. If the PCs succeeded at their sanctification ritual, 
  Ordellia has a greater semblance of her former self, but 
  still struggles. She can speak a mere 25 words per hour and 
  uses them as follows, “Monument corruption siphoning 
  my essence. Cannot manifest properly. Please, sanctify the 
  Cenotaph and the Founder’s Flame. You must hurry. A life 
  depends on your haste!”
  Davorge stays by Ordellia, doing what he can to 
  calm her spirit and gain a better understanding of 
  the situation. If the PCs or Ordellia mentioned the 
  other affected monuments, he suggests that the 
  PCs explore those locations, wondering aloud 
  if sanctifying them is the key to alleviating 
  Ordellia’s suffering. He asks the PCs to 
  return to speak with him after they have 
  taken what steps they can to address the 
  situation elsewhere in the city.
  Monument Boon: If the PCs 
  sanctified the Mistress of Angels, 
  Davorge points out that a PC can take 
  10 minutes to offer a dance or a prayer 
  at the monument to gain a blessing. A 
  PC who spends this time and succeeds 
  at a DC 15 Knowledge (religion) check 
  gains a +1 morale bonus on initiative 
  checks for the rest of the scenario. This 
  bonus increases to +2 if the PC’s result 
  exceeds the DC of the check by 10 or 
  more. A PC can benefit from only one 
  monument boon at a time—successfully 
  gaining the boon of a new monument 
  ends the effects of the previous boon.
  Rewards: If the PCs do not sanctify 
  the Mistress of Angels, reduce each PC’s 
  gold by the following amount. This gold 
  represents the value of the items that 
  Sheila Heidmarch gives to the 
  PCs. If the PCs earn this gold, 
  they also earn access to the 
  items she lends them on their 
  Chronicle sheets.
  The ritual to sanctify a monument from corruption 
  requires the PCs to work together to overcome Tulvhatha’s 
  influence. Each PC can attempt one skill check using one 
  of the following skills: Diplomacy, Knowledge (arcana), 
  Knowledge (religion), Perform (dance), or Spellcraft. The 
  PCs cannot use aid another on these skill checks. The DC for 
  this skill check is equal to the Clue 3 DC in the Skill Check 
  DCs sidebar on page 7. However, the PCs can lower this 
  DC depending upon the success of their investigation. For 
  each piece of Clue 2 or Clue 3 information the PCs discover, 
  lower the DC by 1 (to a minimum of the Clue 1 DC). These 
  benefits apply at all monuments, not just the Mistress of 
  Angels. To sanctify a monument, the PCs need to succeed 
  at four or more skill checks, or at least three skill checks for 
  a group of fewer than six PCs. For the ritual at the Mistress 
  of Angels, Davorge’s participation reduces the required 
  number of successes needed to three (or two, for 
  smaller groups).
  If the PCs sanctify a monument, then each 
  PC can attempt to gain a boon from the 
  monument. Monument boons are listed 
  in their respective sections (see pages 10, 
  12, and 15). A PC can benefit from only one 
  monument boon at a time.
  Sanctifying a Monument
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  11
  11
  Subtier 3–4: Reduce each PC’s gold earned by 227 gp.
  Out of Subtier: Reduce each PC’s gold earned by 434 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 641 gp.
  THE CENOTAPH
  The Cenotaph is a cylindrical building that towers over 
  Mourner’s Plaza. At 10 stories high, it is one of Magnimar’s 
  tallest structures. 
  Tulvhatha’s plan to beckon lost souls to the Glade of Silver 
  Sparks came to fruition 4 days ago, causing unquiet spirits 
  to manifest within the Cenotaph. Most of these spirits were 
  drawn out of the city and into the Mushfens, but a few were 
  left behind. The Pharasmin clerics who regularly patrol the 
  square have been monitoring the structure, but they haven’t 
  been able to calm the spirits. When the PCs arrive, read or 
  paraphrase the following.
  Red light engulfs the Cenotaph, emanating from the grand, 
  cylindrical monument’s core as ghostly murmurs echoes from 
  within. Ghostly apparitions occasionally flicker into sight, confused 
  and distorted, before fading back into the stone. 
  As the PCs approach the Cenotaph, the Pharasmin priests 
  first attempt to discourage entry, though they quickly change 
  their tone if the PCs present their writ from the Varisian 
  Council or indicate that they’re part of the Pathfinder 
  Society. The priests warn the PCs that unquiet spirits linger 
  within the monument and suggest that if the PCs can find a 
  way to calm these spirits, they might find a way to purge the 
  monument’s corruption. 
  Within the catacombs, on the route to the location 
  the spirits indicated, each PC who succeeds at a DC 10 
  Perception check notices that several of the sarcophagi in 
  this area are marked with the Glyph of the Open Road. All 
  of these tombs are in pristine condition, decorated with 
  fresh flowers and several small trinkets. If the PCs take the 
  time to ask the Pharasmin guards about the sarcophagi as 
  they exit the Cenotaph, the guards inform the PCs that the 
  Heidmarches personally pay to have all Pathfinder agents 
  who perish during their missions in Varisia entombed 
  within the Cenotaph, and that Sheila makes time to visit the 
  Cenotaph and care for their remains on a regular basis.
  The PCs encounter five spirits within the Cenotaph, the 
  first near the entrance and the others subsequently further 
  within the structure (with the last along the staircase 
  descending to area C). The PCs can interact with a spirit 
  using the rules for investigating the witnesses in Ordellia, 
  except the skills a PC can use to interact with a spirit are 
  listed in the Influence Skills entry for each spirit below, 
  and the skill checks use the Clue 2 DC from the Skill Check 
  DCs sidebar on page 7. Mediums, spiritualists and other 
  PCs with a particularly strong connection to spirits gain a 
  +4 circumstance bonus on their skill checks. If a PC fails 
  her check by 5 or more, the spirit’s influence overtakes her, 
  and she takes the penalties listed in the spirit’s Overshadow 
  entry for 24 hours. A PC cannot be under the effects of more 
  than one spirit at once—if a second spirit overshadows her, 
  she takes only the most recent penalties. 
  BLESSED SPIRIT
  The spirit glows with goodly radiance and has a joyous 
  cadence to its voice.
  Influence Skills: Diplomacy, Fly, Knowledge (religion), 
  Perform (sing).
  Overshadow: A halo of light manifests above the PCs head. 
  While under this effect, the PC finds any form of deception 
  or subtlety to be challenging. The PC takes a –10 penalty on 
  Bluff, Disguise, Sleight of Hand, and Stealth checks, and she 
  cannot willingly accept polymorph effects. 
  DISORIENTED SPIRIT
  This spirit’s movements are erratic, and its eyes are pits of 
  gray smoke.
  Influence 
  Skills: 
  Diplomacy, 
  Knowledge 
  (local), 
  Knowledge (religion), Sense Motive.
  Overshadow: The PC feels slightly out of touch with his 
  own body, memories, and sense of self. The PC takes a –2 
  penalty to Dexterity, Intelligence, and Charisma.
  GAUNT SPIRIT
  The spirit is tired and emaciated.
  Influence Skills: Bluff, Diplomacy, Heal, Knowledge 
  (religion).
  Overshadow: The PC thins and grows weary. The PC 
  gains the fatigued condition and takes 5 points of nonlethal 
  damage (10 points in Subtier 6–7). The PC cannot recover 
  from this damage while he remains under the influence of 
  this spirit.
  SCARRED SPIRIT
  The spirit wails in eternal agony, its body covered in glowing 
  red scars. 
  Influence Skills: Bluff, Diplomacy, Intimidate, Knowledge 
  (religion).
  Overshadow: Scars erupt across the PC’s body, wracking 
  her with endless pain. The PC gains the sickened condition.
  YOUTHFUL SPIRIT
  The spirit takes the shape of a carefree child who perished 
  before her time.
  Influence Skills: Bluff, Craft (any), Knowledge (religion), 
  Perform (dance)
  Overshadow: The PC’s features appear more youthful, 
  and he loses some of the fortitude and wisdom he gained 
  with age. The PC takes a –2 penalty to Constitution, 
  Strength, and Wisdom.
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  Development: If the PCs successfully calm at least three 
  of the five spirits, the Pharasmin clerics are impressed with 
  the PCs’ skill at guiding the dead and reward the PCs after 
  they emerge from the catacombs (see Treasure below and 
  Rewards on page 13). 
  A. CENOTAPH CATACOMBS (CR 6 OR CR 9)
  As the PCs head down the stairs to the lowest level of the 
  catacombs, read or paraphrase the following.
  A musky spell permeates this well-kept tomb. Several ornaments 
  to commemorate the dead lay atop the many sarcophagi herein, 
  while haunting moans echo throughout the halls. Suddenly, a 
  crash of stone breaks the silence, and a slow shuffling echoes 
  throughout the catacomb.
  Creatures: When Tulvhatha completed the initial test 
  of her ritual and drew the spirits from the Cenotaph, the 
  majority of them were forced to approach her lair in the 
  Glade of Silver Sparks. But her actions also caused several 
  undead to rise within the Cenotaph. Newly birthed, these 
  creatures reach out and attack the PCs. 
  SUBTIER 3–4 (CR 6)
  MUMMY 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 210; see page 21)
  TACTICS
  During Combat The mummy moves to include as many PCs in its 
  aura as it can before attacking. It targets PCs with visible holy 
  symbols or sources of fire first.
  Morale The mummy fights until destroyed.
  ZOMBIES (4) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288; see page 22)
  TACTICS
  During Combat The zombies mindlessly attack the nearest 
  living creature.
  Morale The zombies fight until destroyed. 
  SUBTIER 6–7 (CR 9)
  MOHRG 
  CR 8
  hp 91 (Pathfinder RPG Bestiary 208; see page 21)
  TACTICS
  During Combat The mohrg enters melee, preferring PCs with 
  visible holy symbols. If it successfully paralyzes a PC, it 
  temporarily loses interest in that PC, preferring to make full 
  attacks on other opponents.
  Morale The mohrg fights until destroyed.
  SKELETAL CHAMPIONS (3) 
  CR 2
  hp 17 each (Pathfinder RPG Bestiary 252; see page 21)
  TACTICS
  During Combat The skeletal champions recognize that the mohrg 
  is much stronger than they are. They try to move to flank with 
  the mohrg, as long as doing so doesn’t cause them to provoke 
  too many attacks of opportunity. 
  Morale The skeletal champions fight until destroyed.
  Treasure: After the PCs emerge from the Cenotaph, the 
  priests of Pharasma praise the PCs for their decisive action. 
  If the PCs calmed at least three spirits within the Cenotaph, 
  the priests give the PCs a scroll of restoration. If the PCs 
  defeated the undead in the catacombs, the Pharasmins also 
  give the PCs a lesser talisman of life’s breath (Pathfinder RPG 
  Occult Adventures 263). In Subtier 6–7, the PCs receive both of 
  these magic items for calming the spirits and instead gain a 
  strand of prayer beads (lesser) for defeating the undead.
  Development: After the PCs defeat the undead, they 
  discover the remains of a strange object adhered to one of the 
  catacomb’s walls. A PC who succeeds at a DC 17 Knowledge 
  (arcana) check (DC 22 in Subtier 6–7) knows that this object 
  is a beacon that allows someone to conduct a ritual from a 
  distance but center the ritual’s effects wherever the beacon 
  was placed at the time of completion. With this knowledge, 
  the PCs (or one of the Pharasmin priests) conclude that such 
  a ritual must have caused the Cenotaph’s corruption. With 
  the undead destroyed, the PCs can attempt to sanctify the 
  Cenotaph (see the Sanctifying a Monument sidebar on page 
  10). If the PCs succeed at this sanctification ritual, they can 
  attempt to earn the Cenotaph’s monument boon (see below).
  Monument Boon: If the PCs sanctify the Cenotaph, a 
  character can take 10 minutes to attempt a DC 15 Knowledge 
  (religion) check at the monument. A PC who spends this 
  time and succeeds at the skill check gains a +1 morale bonus 
  on Fortitude saves for the rest of the scenario. This bonus 
  increases to +2 if the result of the PC’s check exceeds the DC 
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 3–4: The mummy is disoriented from its sudden 
  and jarring creation. It takes a –2 penalty on all d20 rolls 
  and damage rolls, as well as a –2 penalty to the DCs of its 
  abilities and a –2 penalty to its AC and touch AC. Additionally, 
  it begins the encounter with only 46 hit points. Remove two 
  zombies from the encounter.
  Subtier 6–7: The mohrg is disoriented from its sudden 
  and jarring creation. It takes a –2 penalty on all d20 rolls 
  and damage rolls, as well as a –2 penalty to the DCs of its 
  abilities and a –2 penalty to its AC and touch AC. Additionally, 
  it begins the encounter with only 67 hit points. Remove one 
  skeletal champion from the encounter.
  Scaling Encounter A
  
  A. Cenotaph Catacombs
  Z
  : Zombie or Skeletal Champion
  Z3
  Z1
  Z4
  Z2
  B
  M
  M
  : Mohrg or Mummy
  B
  : Beacon
  1 square = 5 feet
  Pathfinder Flip-Tiles: Dungeon Starter Set
  N
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  13
  13
  by 10 or more. A PC can benefit from only one monument 
  boon at a time—successfully gaining the boon of a new 
  monument ends the effects of the previous boon.
  Rewards: If the PCs do not successfully calm a majority 
  of the spirits and also do not defeat the undead in the 
  Cenotaph, reduce each PC’s gold earned by the following 
  amount. If they succeed at only one of these objectives, 
  reduce each PC’s gold by the amount listed in parentheses.
  Subtier 3–4: Reduce each PC’s gold earned by 433 gp (or 
  216 gp).
  Out of Subtier: Reduce each PC’s gold earned by 833 gp (or 
  416 gp).
  Subtier 6–7: Reduce each PC’s gold earned by 1,233 gp (or 
  616 gp).
  B. THE FOUNDER’S FLAME (CR 6 OR CR 9)
  This relatively unassuming monument stands at the center of 
  a small park in Magnimar’s Naos district. The Founder’s Flame 
  consists of a pedestal bearing a small bowl filled with green 
  oil. Normally, this oil burns in an eternal flame of scintillating, 
  
  B. Founder’s Flame
  F
  : Fire Mephit or Flame Drake
  1 square = 5 feet
  Pathfinder Map Pack: Village Sites
  N
  F2
  F3
  F1
  PATHFINDER SOCIETY SCENARIO
  14
  14
  multicolored fire, but the monument’s corruption has given 
  it a sickly green hue. Although the Founder’s Flame wasn’t 
  crucial to Tulvhatha’s plans, it did make an effective test for 
  the horrors she planned to inflict upon the Cenotaph. 
  Creatures: As the PCs approach the monument, its flames 
  surge violently. Creatures begin manifesting from the 
  monument’s fire at an alarming rate.
  Haunt: The corruption with in the Founder’s Flame 
  functions as a haunt (Pathfinder RPG GameMastery Guide 242).
  SUBTIER 3–4 (CR 6)
  FIRE MEPHITS (2) 
  CR 3
  hp 19 each (Pathfinder RPG Bestiary 202; see page 20)
  TACTICS
  During Combat The mephits catch as many PCs as they can in 
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 3–4: Remove one fire mephit from the encounter.
  Subtier 6–7: Remove one flame drake from the encounter. 
  Each fire elemental the PCs defeat deals 11 points of damage 
  to the haunt.
  Scaling Encounter B
  their breath weapons before closing to melee.
  Morale The mephits flee if reduced to 5 hit points or fewer.
  FLAMESPAWN SPIRIT 
  CR 3
  CE persistent haunt (10-ft.-by-10-ft. monument)
  Caster Level 3rd
  Notice Perception DC 0 (to see fire spewing forth from the 
  Founder’s Flame)
  hp 13; Trigger proximity; Reset 1 day
  Weakness susceptible to cold damage
  Effect Each round on the haunt’s initiative count, the haunt 
  spews forth 1 Small fire elemental, as if casting summon 
  monster II. The elementals persist until destroyed, but the 
  haunt does not create more if three already exist. Each time 
  the PCs defeat a fire elemental, the haunt takes 5 points 
  of damage.
  Destruction Ritually cleansing the corruption of the Founder’s 
  Flame permanently destroys the haunt.
  SMALL FIRE ELEMENTAL 
  CR 1
  hp 11 (Pathfinder RPG Bestiary 124; see page 20)
  TACTICS
  During Combat Fire elementals appear in combat only as a 
  result of the flamespawn spirit haunt. When they appear, they 
  approach and attack the nearest PC. 
  Morale The elementals fight until destroyed.
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  15
  15
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 3–4: The vampire spawn in this encounter took 
  damage from one of Davorge’s attacks. They begin the 
  encounter with 30 hit points each. In addition to their other 
  effects, Ordellia’s starknives also sicken their target.
  Subtier 6–7: Remove two vampire spawn from the 
  encounter. Ordellia’s starknives can target only one vampire 
  spawn per round, but they sicken their target in addition to 
  their other effects.
  Scaling Encounter C1
  SUBTIER 6–7 (CR 9)
  FLAME DRAKES (3) 
  CR 5
  hp 57 each (Pathfinder RPG Bestiary 2 106; see page 20)
  TACTICS
  During Combat The flame drakes keep their distance from the 
  PCs, relying on Flyby Attack and their fireball breath to deal 
  damage while keeping themselves out of harm’s way. If an 
  enemy approaches the Founder’s Flame, one drake engages in 
  melee, using its speed surge to approach.
  Morale The flame drakes are bound to the corrupted monument 
  and its twisted spirits, which force them to fight to the death.
  FLAMESPAWN SPIRIT 
  CR 5
  CE persistent haunt (10-ft.-by-10-ft. monument)
  Caster Level 7th
  Notice Perception DC 0 (to see fire spewing forth from the 
  Founder’s Flame)
  hp 22; Trigger proximity; Reset 1 day
  Weakness susceptible to cold damage
  Effect Each round on the haunt’s initiative count, the haunt spews 
  forth 1 Medium fire elemental, as if using summon monster IV. 
  The elementals persist until destroyed, but the haunt does not 
  create more if three already exist. Each time the PCs defeat a 
  fire elemental, the haunt takes 8 points of damage.
  Destruction The Founder’s Flame must be successfully sanctified.
  MEDIUM FIRE ELEMENTAL 
  CR 3
  hp 30 (Pathfinder RPG Bestiary 124; see page 20)
  TACTICS
  During Combat Fire elementals appear in combat only as a 
  result of the flamespawn spirit haunt. When they appear, they 
  approach and attack the nearest PC.
  Morale The elementals fight until destroyed.
  Treasure: If the PCs defeat the haunt, the flame ejects 
  beautiful spheres of magically crystallized fire. The largest 
  of these spheres is an elemental gem (fire), while the others 
  act as a necklace of fireballs (type I, or type IV in Subtier 6–7).
  Development: After defeating the monsters and the 
  haunt, the PCs can attempt a DC 20 Perception check (DC 
  26 in Subtier 6–7) to notice that the same chalky runes 
  seen around the Mistress of Angels are also present at the 
  Founder’s Flame. The PCs can also attempt to sanctify the 
  monument (see the sidebar on page 10).
  Monument Boon: If the PCs sanctify the Founder’s 
  Flame, the PCs can attempt to gain its boon. A PC can take 
  10 minutes to commune with the flame and attempt a DC 
  15 Spellcraft check. On a successful check, the PC increases 
  the save DC of all of his fire spells by 1 for 24 hours. A PC 
  can benefit from only one monument boon at a time—
  successfully gaining the benefits of a new monument ends 
  the effects of the previous boon.
  Rewards: If the PCs do not defeat the mephits or drakes 
  and the flamespawn spirit haunt, reduce each PC’s gold 
  earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 325 gp.
  Out of Subtier: Reduce each PC’s gold earned by 481 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 637 gp.
  C. ORDELLIA’S TOWNHOUSE
  Once the PCs have investigated the strange occurrences 
  at the Cenotaph and the Founder’s Flame, they are likely 
  to return to Ordellia to speak with Davorge. If the PCs do 
  not seem interested in this task, they eventually receive a 
  panicked and disjointed sending spell from Ordellia begging 
  them to return to her monument. When the PCs return to 
  the Mistress of Angels, they find the streets empty. The sun 
  has recently set, but the nearly full moon and streetlamps 
  provide ample illumination as the PCs approach. Ordellia 
  briefly appears in the window of her townhouse, anxiously 
  waving to the PCs. 
  The map of her townhouse depicts three rooms—the 
  front room (C1), the dining room (C2), and the kitchen (C3). 
  There are also two bedrooms and a study on the second 
  floor. These rooms are all well kept, but contain no food or 
  objects of significant value. The only valuable items are in 
  Ordellia’s bedroom upstairs (see Treasure on page 18).
  C1. FRONT ROOM (CR 7 OR CR 10)
  This centuries-old room is clean and well kept despite its antiquity 
  and lack of inhabitants, a luxury afforded by the love and care of 
  the town’s citizens. An old fireplace in the room lies cold and bare, 
  and dozens of knickknacks and baubles lay on display. A stately 
  grand piano decorates the room’s eastern wall.
  When the PCs arrive in Ordellia’s townhouse, they find 
  Luvyire and Davorge unconscious, their bodies guarded by 
  a group of Tulvhatha’s minions. These minions waited until 
  sunset to strike, allowing them to escape the sun’s rays that 
  some of them find particularly distasteful (see page 16).
  
  C. Ordellia’s Townhouse
  V3
  V1
  V2
  D
  V4
  S
  L
  D
  : Davorge
  L
  : Luvyire
  S
  : Soul Eater
  V
  : Vampire Spawn Cultist
  1 square = 5 feet
  C1
  C2
  C3
  Map from Pathfinder Campaign Setting: Undead Unleashed
  N
  PATHFINDER SOCIETY SCENARIO
  16
  16
  Creatures: Infuriated with her minion’s inability to find 
  Luvyire, Tulvhatha demanded that one of her lieutenants 
  summon a creature with the means of tracking the azata 
  down once and for all. After spending the past 2 weeks 
  divining information about Luvyire, this lieutenant 
  conjured a mighty soul eater to complete this task. With 
  the assistance of a group of vampire spawn, the malevolent 
  creature seeks Luvyire’s soul to fulfill its obligation to its 
  conjurer. The vampire spawn served a full-fledged vampire 
  until recently, when Tulvhatha killed their former master. 
  They have since pledged their loyalty to Tulvhatha, and 
  they are among the cultists who have been enacting rituals 
  at the monuments.
  In Subtier 3–4, by the time the PCs arrive, Davorge and 
  Luvyire managed to defeat the soul eater and some of the 
  vampire spawn with some assistance from Ordellia, but they 
  were eventually overwhelmed and two of the vampire spawn 
  remain. These creatures are currently debating whether it 
  is better to kill Davorge themselves or to bring him back to 
  their master. 
  In Subtier 6–7, the soul eater’s forces were greater, and it 
  sent the vampire spawn in first to soften up its prey. While 
  Davorge and Luvyire managed to defeat some of the vampire 
  spawn, they were overwhelmed when the soul eater joined 
  the fight. The four remaining vampire spawn and the soul 
  eater are arguing over who should kill the interloping cleric, 
  but their common allegiance to Tulvhatha has prevented 
  them from solving this dispute with violence. Regardless, 
  once the PCs arrive, these foes do not attack Davorge or 
  Luvyire further unless the PCs retreat.
  Luvyire is in terrible shape. His robes, dark hair, and 
  splendid wings are matted with dirt and blood, and his pale 
  blue skin is covered in festering wounds. He is unconscious 
  but stable at –1 hp, and with a Wisdom score of 15, he has 
  taken 13 points of Wisdom damage. Furthermore, he has 
  sustained severe internal injuries that limit the effectiveness 
  of healing magic on him—he cannot be restored to more 
  that 10 hit points through cure spells. He has also been 
  disarmed, and his +1 starknife has been unceremoniously 
  dropped on the seat in front of the piano. If the PCs revive 
  him, he is too disoriented to fully participate in the fight. He 
  acts on initiative count 10 and casts invisibility on the first 
  two PCs to end their turns adjacent to him.
  Davorge is also in dire straits. He is unconscious but stable 
  at –1 hp, and he has taken 3 negative levels (or 1 negative level, 
  in Subtier 6–7). His holy symbol of Ashava rests on the piano 
  chair next to Luvyire’s starknife. If the PCs revive Davorge and 
  retrieve his holy symbol, he can channel positive energy to 
  assist them. After being revived, he acts at initiative count 10. 
  He can channel three times, restoring 2d6 hit points (or 3d6 
  in Subtier 6–7) to all allies without healing his opponents. He 
  can also channel to harm undead (Will DC 16 half).
  Ordellia may not be able to manifest fully, but she is 
  still capable of providing aid in short bursts, which is the 
  assistance she provided to Davorge and Luvyire. Each round 
  at initiative count 20, Ordellia creates a cloud of tiny silver 
  starknives that menaces one of the vampire spawn. These 
  starknives suppress the spawn’s energy drain ability, channel 
  resistance, and DR for 1 round. In Subtier 6–7, she can target 
  two vampire spawn at a time with her starknives.
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  17
  17
  SUBTIER 3–4 (CR 7)
  VAMPIRE SPAWN CULTISTS (2) 
  CR 5
  Variant vampire spawn human rogue 5 (Pathfinder RPG Monster 
  Codex 244)
  NE Medium undead (augmented humanoid, human)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
  hp 46 each (5d8+20); fast healing 2
  Fort +3, Ref +6, Will +4; +4 vs. fear
  Defensive Abilities channel resistance +2, evasion, trap sense +1, 
  uncanny dodge; DR 5/silver; Immune undead traits;  
  Resist electricity 10
  Weaknesses resurrection vulnerability, vampire weaknesses
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d4+6 plus energy drain)
  Special Attacks blood drain, energy drain (1 level, DC 14), sneak 
  attack +3d6 plus 3 bleed
  TACTICS
  During Combat The vampire spawn team up against a PC, 
  flanking to benefit from their sneak attack.
  Morale If one cultist is defeated, the other cultist uses gaseous 
  form and attempts to flee if reduced to 20 hit points or fewer.
  STATISTICS
  Str 18, Dex 14, Con —, Int 8, Wis 12, Cha 15
  Base Atk +3; CMB +7; CMD 19
  Feats Improved Initiative, Iron Will, Skill Focus (Perception), 
  Weapon Finesse, Weapon Focus (slam)
  Skills Acrobatics +18, Bluff +10, Diplomacy +10, Intimidate +10, 
  Knowledge (arcana) +4, Perception +12, Sense Motive +9, 
  Stealth +18; Racial Modifiers +8 Acrobatics, +8 Stealth
  Languages Common
  SQ gaseous form, minion of Tulvhatha, rogue talents (bleeding 
  attack +3, slow reactions), shadowless, spider climb, 
  trapfinding +2
  Gear leather armor, chalk, necklace with a faintly glowing skull 
  pendant, wool cloak
  SPECIAL ABILITIES
  Blood Drain (Su) A vampire spawn can suck blood from a 
  grappled opponent; if the vampire establishes or maintains 
  a pin, it drains blood, dealing 1d4 points of Constitution 
  damage. The vampire regains 5 hit points or gains 5 
  temporary hit points for 1 hour (up to a maximum number of 
  temporary hit points equal to its maximum hit points) each 
  round it drains blood.
  Energy Drain (Su) A creature hit by a vampire spawn’s slam gains 
  1 negative level. This ability can be used only once per round.
  Gaseous Form (Su) As a standard action, a vampire spawn can 
  assume gaseous form at will (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.
  Minion of Tulvhatha (Ex) The vampire spawn’s connection to 
  Tulvhatha has modified its abilities. It loses a vampire spawn’s 
  typical resistance to cold and dominate ability, and gains a +4 
  bonus on saving throws against fear.
  Resurrection Vulnerability (Su) A raise dead or similar spell cast 
  on a vampire spawn destroys it (Will negates). Using the spell 
  in this way does not require a material component.
  Shadowless (Ex) A vampire casts no shadows and shows no 
  reflection in a mirror.
  Spider Climb (Ex) A vampire can climb sheer surfaces as though 
  under the effects of a spider climb spell.
  Vampire Weaknesses Vampires cannot tolerate the strong odor 
  of garlic and will not enter an area laced with it. Similarly, they 
  recoil from mirrors or strongly presented holy symbols. These 
  things don’t harm the vampire—they merely keep it at bay. 
  A recoiling vampire must stay at least 5 feet away from the 
  mirror or holy symbol and cannot touch or make melee attacks 
  against that creature. Holding a vampire at bay takes a standard 
  action. After 1 round, a vampire can overcome its revulsion of 
  the object and function normally each round it makes a DC 25 
  Will save. Vampires cannot enter a private home or dwelling 
  unless invited in by someone with the authority to do so. 
  Reducing a vampire’s hit points to 0 or lower incapacitates 
  it but doesn’t always destroy it (see fast healing). However, 
  certain attacks can slay vampires. Exposing any vampire to 
  direct sunlight staggers it on the first round of exposure and 
  destroys it utterly on the second consecutive round of exposure 
  if it does not escape. Each round of immersion in running water 
  inflicts damage to a vampire equal to one-third of its maximum 
  hit points—a vampire reduced to 0 hit points in this manner is 
  destroyed. Driving a wooden stake through a helpless vampire’s 
  heart instantly slays it (this is a full-round action). However, it 
  returns to life if the stake is removed, unless the head is also 
  severed and anointed with holy water.
  SUBTIER 6–7 (CR 10)
  SOUL EATER 
  CR 7
  hp 82 (Pathfinder RPG Bestiary 2 254; see page 22)
  TACTICS
  During Combat The soul eater prioritizes the PC that appears 
  easiest to hit with its claw attacks. 
  Morale The soul eater is bound to serve, and fights to the death.
  VAMPIRE SPAWN CULTISTS (4) 
  CR 5
  hp 46 each (see Subtier 3–4)
  TACTICS
  During Combat The vampire spawn attempt to flank the PCs. They 
  begin by attacking in pairs, with two cultists going after each of 
  the two most dangerous-seeming PCs.
  Morale If the soul eater is defeated and all remaining vampire 
  spawn are under the effects of Ordellia’s starknife, the 
  remaining spawn attempt to flee.
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  Treasure: If the PCs defeat Tulvhatha’s cultists, Ordellia 
  rewards them with a magical treasure from her bedroom 
  wall—a four-leaf clover (Pathfinder RPG Occult Adventures 258). 
  In Subtier 6–7, she instead gives the PCs a dreamcatcher (Occult 
  Adventures 257) and a lucky horseshoe (Occult Adventures 260).
  Rewards: If the PCs do not defeat Tulvhatha’s cultists, 
  reduce each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 314 gp.
  Out of Subtier: Reduce each PC’s gold earned by 558 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 803 gp.
  CONCLUSION
  If the PCs drive off the vampires (and the soul eater, in Subtier 
  6–7), Ordellia manifests fully. She channels positive energy to 
  fully heal the PCs and Davorge, and to heal Luvyire as well as 
  she can. If any PCs were afflicted with mummy rot in area A, 
  she attempts to cure one of them by casting remove curse and 
  remove disease (CL 9th), and insists that any PCs who remain 
  infected return to her on following days to receive treatment 
  from her until they have all recovered. Once Ordellia has 
  finished with her treatments, Luvyire speaks. 
  Luvyire’s wings shimmer in the light of the waxing moon as he 
  speaks, heedless of the blood drenching his white robes, “Thank 
  you for your assistance, heroes. I’d definitely have been slain if not 
  for your help. I heard bits and pieces of your investigation from 
  here while I rested, and I believe I have the answers you seek. 
  You see, I am a servitor of the True Spark, Ashava. Along with two 
  of my dearest friends, I watched over the Glade of the Silver Spark 
  just outside your City of Monuments, longer than the Arvensoar 
  has stretched toward Magnimar’s sky. 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,” Luvyire stops, tears welling in his 
  eyes. After a pause, he shakes them free and continues.
  “I knew they were after the Soul Spark. It is a relic, a magical 
  effigy that serves as a beacon for souls. Once the Soul Spark draws 
  in wandering spirits, it is a simple matter for Ashava’s servants to 
  guide them to the great River where they can find peace. I knew I 
  couldn’t protect it alone, so I fled to Magnimar to seek aid. But my 
  injuries slowed my flight, and the cultists tracked me down. They 
  meant to kill me, and they nearly succeeded.” Luvyire continues, 
  stopping briefly to gesture to Ordellia. “If Ordellia had not come 
  to my aid, I would have met my end at their hands. I am the one 
  left to defend the Soul Spark, but I cannot defend it without help.”
  “Of course,” Ordellia interjects. “By Desna’s grace, we shall all 
  do our part to quell the evil that lingers in the Mushfens.”
  Hope fills Luvyire’s eyes. “That’s excellent! Together, I just know 
  we can,” Luvyire’s excitement is cut short as he winces in pain, 
  fresh blood oozing from his wounds. “I... it might be better if you 
  go without me. But remember, heroes. Though alone you might 
  dance, the True Spark is forever your audience. I believe I can give 
  you a blessing in Ashava’s name, should you choose to accept it.”
  If the PCs accept, Luvyire asks them to take his hand one 
  at a time, and a full moon appears on the top of each PC’s 
  dominant hand. If a PC presses a finger to this marking, she 
  is gifted with a vision from Ashava herself, who shows the PCs 
  dancing in Magnimar under the light of the next full moon, 
  slowly transforming from their usual appearance to that of 
  a werewolf with silvery fur the color of moonlight. PCs who 
  accept the gift receive the Celestial Lycanthropy boon on their 
  Chronicle sheets. 
  Once each willing PC has received Luvyire’s gift, read or 
  paraphrase the following.
  “Then it’s settled,” Luvyire finishes solemnly. “By the light of the 
  next full moon, you shall hunt.”
  Later that week, Mayor Grobaras sends the PCs ribbons 
  acknowledging their service to Magnimar, along with a 
  commemorative certificate that claims that he hired the PCs 
  in the first place. The slight infuriates Theodorus, who scours 
  the city for critical information the PCs may have missed in 
  hopes of regaining favor in the mayor’s eyes.
  If the PCs did not defeat Tulvhatha’s minions, the minions 
  kill Davorge and Luvyire before returning to the Mushfens 
  to report their success to Tulvhatha. Ordellia is devastated, 
  but she is eventually able to manifest properly again. When 
  she does, she is able to piece together enough information 
  from Luvyire’s statements to her and the conversations of 
  Tulvhatha’s minions to learn that something terrible is 
  happening out in the Mushfens. She uses a sending spell to 
  inform Davorge (or Sheila Heidmarch, if Davorge was slain) of 
  her concerns. Meanwhile, Theodorus gathers enough evidence 
  to conclusively pin the cause of the corruption on vampires. 
  When the vampire attacks stop, Theodorus takes credit for 
  saving the city and enjoys lavish praise from Mayor Grobaras. 
  PRIMARY SUCCESS CONDITIONS
  If the PCs rescue Luvyire from the cultists, they fulfill their 
  primary objective and earn 1 Prestige Point. Each PC earns 
  the Grobaras’s Gloryhounding boon on her Chronicle sheet.
  SECONDARY SUCCESS CONDITIONS
  If the PCs sanctify all three monuments (the Cenotaph, the 
  Founder’s Flame, and the Mistress of Angels) and prevent 
  Davorge from dying, they each earn 1 additional Prestige 
  Point. Each PC earns the Monument’s Blessing boon on her 
  Chronicle sheet.
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  19
  19
  Handout: Varisian Council Writ of Authority 
  A DECREE BY THE VARISIAN COUNCIL AND ITS RIGHT AND 
  HONORABLE SPEAKER, HASTOFF MARAMEZ.
  To the Honorable Lady Sheila Heidmarch, Venture-Captain of the 
  Pathfinder Society:
  Whereas, by this Council’s commission, under the seal of 
  Magnimar bearing this day’s date, the 26th of Rova in the year 
  4718 by Absalom Reckoning and 110th year since the Founding, 
  do appoint and Charge Lady Sheila Heidmarch as Executor 
  of the Council’s law and do authorize her and require her to 
  go forth, with any deputies she shall see fit to appoint, and 
  investigate the occult happenings of Magnimar’s monuments 
  or any structure or property deemed associated with these 
  occurrences. Lady Heidmarch and her deputies shall possess 
  the full force and authority to act in this manner, including 
  and limited to the following: search any monument or public 
  property housing a monument, to question witnesses who are 
  amenable to serving their fair city, and to detain any persons 
  found to be engaged in the defilement of our city’s beloved 
  legacy.
  Signed and warranted this day by Remeria Callinova, Leader of 
  the Council
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario and are 
  presented below for the GM’s convenience.
  DRAKE, FLAME
  This ferocious creature looks like a red-and-yellow scaled dragon, but 
  with only two legs.
  FLAME DRAKE 
  CR 5
  Pathfinder RPG Bestiary 2 106
  CE Large dragon (fire)
  Init +5; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +10
  DEFENSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 57 (6d12+18)
  Fort +8, Ref +6, Will +6
  Immune fire, paralysis, sleep
  Weakness vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee bite +10 (2d6+5 plus 1d6 fire), tail slap +5 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fireball breath
  STATISTICS
  Str 21, Dex 13, Con 16, Int 9, Wis 12, Cha 10
  Base Atk +6; CMB +12; CMD 23
  Feats Flyby Attack, Improved Initiative, Power Attack
  Skills Fly +8, Intimidate +9, Perception +10, Stealth +6, Survival +10
  Languages Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Fireball Breath (Su) A flame drake can, as a standard action, 
  breathe a ball of flame that explodes like a fireball. This attack 
  has a range of 180 feet and deals 5d6 points of fire damage (DC 
  16 Reflex half) to all creatures within a 20-foot-radius spread. 
  Once a flame drake has used its fireball breath, it cannot do so 
  again for 1d6 rounds. The save DC is Constitution-based.
  Speed Surge (Ex) Three times per day as a swift action, a flame 
  drake may draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  ELEMENTAL, FIRE
  This creature looks like a living, mobile bonfire, tongues of flame 
  reaching out in search of things to burn.
  MEDIUM FIRE ELEMENTAL 
  CR 3
  Pathfinder RPG Bestiary 124
  N Medium outsider (elemental, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +1
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 50 ft.
  Melee slam +7 (1d6+1 plus burn)
  Special Attacks burn (1d6, DC 14)
  STATISTICS
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, 
  Knowledge (planes) +1, Perception +7
  SMALL FIRE ELEMENTAL 
  CR 1
  Pathfinder RPG Bestiary 124
  N Small outsider (elemental, extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural,  
  +1 size)
  hp 11 (2d10)
  Fort +3, Ref +4, Will +0
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 50 ft.
  Melee slam +4 (1d4 plus burn)
  Special Attacks burn (1d4, DC 11)
  STATISTICS
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  Feats Dodge, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, 
  Knowledge (planes) +1, Perception +4
  MEPHIT, FIRE
  This small humanoid creature has thin, leathery wings, small horns, 
  and a mischievous smile.
  FIRE MEPHIT 
  CR 3
  Pathfinder RPG Bestiary 202
  N Small outsider (fire)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural,  
  +1 size)
  hp 19 (3d10+3); fast healing 2
  Fort +2, Ref +5, Will +3
  Immune fire; DR 5/magic
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  21
  21
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, 1d8 fire, Reflex DC 
  13 for half)
  Spell-Like Abilities (CL 6th)
  1/day—heat metal (DC 14), summon (level 2, 1 fire mephit 25%)
  1/hour—scorching ray
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, Ignan
  MOHRG
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOHRG 
  CR 8
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  Fort +6, Ref +10, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch 
  (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Skill Focus (Perception), Spring Attack
  Skills Climb +22, Perception +23, Stealth +21, Swim +19
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. Fast 
  zombies are similar to standard zombies, except they have 
  no DR, a speed of 40 feet, 14 Dexterity, and instead of being 
  staggered, they can make two slam attacks as a part of a full 
  attack. The sudden bloom of unlife when a mohrg’s victim dies 
  and becomes a zombie causes a surge of negative energy to 
  flow through the mohrg. Whenever a mohrg creates a zombie 
  in this manner, it regains 1d6 hit points per HD possessed 
  by the slain creature and acts as if hasted for the round 
  immediately following the spawn’s creation.
  MUMMY
  Wrapped from head to toe in ancient strips of moldering linen, this 
  humanoid moves with a shuffling gait.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must attempt a DC 16 Will save or be paralyzed by 
  fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a mind-
  affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 
  Cha; cure —. Mummy rot is both a curse and disease and 
  can only be cured if the curse is first removed, at which 
  point the disease can be magically removed. Even after the 
  curse element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature must 
  succeed at a DC 20 caster level check, or the spell is wasted 
  and the healing has no effect. Anyone who dies from mummy 
  rot turns to dust and cannot be raised without a resurrection 
  or greater magic. The save DC is Charisma-based.
  SKELETAL CHAMPION
  This armored skeleton stands in a battle-ready pose, its weapon held 
  high as cold blue light shines in its eye sockets.
  SKELETAL CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, 
  +2 shield)
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  hp 17 (3 HD; 2d8+1d10+3)
  Fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon 
  Focus (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, masterwork longsword
  SOUL EATER
  Two elongated and deathly pallid arms protrude from this creature’s 
  smoky body as it slithers silently through the air.
  SOUL EATER 
  CR 7
  Pathfinder RPG Bestiary 2 254
  NE Medium outsider (evil, extraplanar)
  Init +10; Senses darkvision 60 ft., all-around vision; Perception +14
  DEFENSE
  AC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +4 natural)
  hp 82 (11d10+22)
  Fort +5, Ref +13, Will +7
  DR 10/magic; Immune critical hits, paralysis, poison, sleep, 
  stunning
  OFFENSE
  Speed 30 ft., fly 100 ft. (perfect)
  Melee 2 claws +18 (1d6+1/19–20 plus 1d6 Wisdom damage)
  Special Attacks find target, soul drain
  STATISTICS
  Str 13, Dex 22, Con 14, Int 12, Wis 11, Cha 11
  Base Atk +11; CMB +12; CMD 29 (can’t be tripped)
  Feats Dodge, Flyby Attack, Improved Critical (claw), Improved 
  Initiative, Weapon Finesse, Weapon Focus (claw)
  Skills Acrobatics +20 (+8 when jumping), Escape Artist +20, Fly +28, 
  Intimidate +14, Knowledge (planes) +15, Perception +14, Stealth 
  +20 (+28 darkness or smoke)
  Languages Abyssal, Infernal
  SQ caster link
  SPECIAL ABILITIES
  Caster Link (Ex) When a soul eater is summoned, it creates a 
  mental link between itself and its conjurer. If the soul eater’s 
  assigned target (see the find target ability) dies before the 
  soul eater can drain its soul, or if the soul eater is defeated by 
  its target (but not slain), it returns to its conjurer at full speed 
  and attacks her. While the soul eater and the conjurer are on 
  the same plane (regardless of plane-traveling interruptions), it 
  can use its find target ability to locate its conjurer.
  Find Target (Su) When a soul eater’s conjurer orders it to find a 
  creature, it can do so unerringly, as though guided by a locate 
  creature spell that has no maximum range and is not blocked 
  by running water. The conjurer must have seen the desired 
  target and must speak the target’s name.
  Soul Drain (Su) If the Wisdom damage from a soul eater’s claw 
  attacks equals or exceeds an opponent’s actual Wisdom score, 
  rendering the victim helpless, the soul eater can devour that 
  creature’s soul as a standard action that provokes an attack 
  of opportunity. This attack kills the victim. The dead victim 
  can resist having her soul eaten by succeeding at a (DC 17) 
  Fortitude save; success means she is still dead, but can be 
  restored to life normally. If she fails this save, her soul is 
  consumed by the soul eater. A victim slain in this manner can 
  be restored to life via resurrection, true resurrection, miracle, 
  or wish, but only if the caster succeeds at a DC 30 caster level 
  check. If the soul eater is killed within 120 feet of its victim’s 
  corpse, and the victim has been dead for no longer than 1 
  minute, the victim’s soul returns to her body and restores her to 
  life, leaving her unconscious and at –1 hit point. This is a death 
  effect. The save DC is Constitution-based.
  Wisdom Damage (Su) A creature hit by a soul eater’s claw must 
  succeed on a DC 17 Fortitude save or take 1d6 points of Wisdom 
  damage. The save DC is Constitution-based.
  ZOMBIE
  This walking corpse wears only a few soiled rags, its flesh rotting off 
  its bones as it stumbles forward, arms outstretched.
  ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 288
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  Special Qualities staggered
  SPECIAL ABILITIES
  Staggered (Ex) Zombies have poor reflexes and can only perform 
  a single move action or standard action each round. A zombie 
  can move up to its speed and attack in the same round as a 
  charge action.
  
  MYSTERIES UNDER MOONLIGHT PART 1: TESTAMENT OF SOULS 
  23
  23
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
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  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means 
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  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
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  No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
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  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
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  original creation and/or You have sufficient rights to grant the rights conveyed by 
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  You agree not to indicate compatibility or co-adaptability with any Trademark or 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You can not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You can not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Soul Eater from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by David Cook.
  Pathfinder Society Scenario #10–05: Mysteries Under Moonlight Part 1: 
  Testament of Souls © 2018, Paizo Inc.; Author: Alexander Augunas.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-05: 
  Mysteries Under Moonlight Part 1: Testament 
  of Souls
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  650
  1,657
  —
  1,154
  1,299
  3,314
  —
  2,307
  Out of
  Subtier
  Pathfinder Society Scenario #10-05: 
  Mysteries Under Moonlight 
  Part 1: Testament of Souls
  ▫ Celestial Lycanthropy: You have received a blessing from the azata Luvyire that has imbued you with a spark 
  of celestial energy, which will transform you into a celestial werewolf when the time is right. You can check the 
  box that precedes this boon to gain a portion of that power, gaining resistance 5 to acid, cold, and electricity for 1 
  hour. This boon will provide additional benefits in a future scenario.
  Grobaras’s Gloryhounding: You now own a ribbon and a commemorative certificate for services to the city of 
  Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city. If you destroy these 
  objects, cross this boon off your Chronicle sheet.
  Monument’s Blessing: By sanctifying several of Magnimar’s monuments, you have created a small enduring 
  link with the sacred forces that give the city’s monuments their power. You can perform a particular action tied 
  to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the 
  check, gain the listed benefit for 24 hours, and then cross this boon off your Chronicle sheet.
  Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 
  morale bonus on attack rolls made with melee weapons. 
  Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) 
  check to gain a +1 morale bonus on Fortitude saves.
  Founder’s Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the 
  DC of your fire spells by 1.
  Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale 
  bonus on Will saves.
  Mistress of Angels: Meditate for 10 minutes with any object that reminds you of the events of this scenario and 
  succeed at DC 15 Religion to gain +1 morale bonus on Initiative checks. 
  Core Campaign
  Subtier 3–4
  Subtier 6–7
  fire elemental gem (2,250 gp)
  four-leaf clover (3,750 gp; Pathfinder RPG Occult 
  Adventures 258)
  talisman of life’s breath (lesser; 3,500 gp; Occult 
  Adventures 263)
  necklace of fireballs (type I; 1,650 gp)
  scroll of restoration (1,700 gp)
  wand of lesser restoration (7 charges; 630 gp; limit 1)
  dreamcatcher (2,800 gp; Pathfinder RPG Occult 
  Adventures 257)
  elemental gem (fire; 2,250 gp)
  talisman of life’s breath (lesser; 3,500 gp; Occult 
  Adventures 263)
  lucky horseshoe (6,800 gp; Occult Adventures 260)
  necklace of fireballs (type IV; 5,400 gp)
  prayer beads (lesser; 9,600 gp)
  scroll of restoration (1,700 gp)
  wand of lesser restoration (10 charges; 900 gp; limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-05 - Mysteries Under Moonlight Part 1 - Testament of Souls.pdf