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PF2 S01-15 - The Blooming Catastrophe

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0% found this document useful (0 votes)
2K views35 pages

PF2 S01-15 - The Blooming Catastrophe

Uploaded by

Jared Preston
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PATHFINDER SOCIETY SCENARIO #1–15 TIER 1–4

The Blooming Catastrophe


By Mikhail Rekun
AUTHOR
Mikhail Rekun

DEVELOPMENT LEAD
James Case

EDITING LEAD
Leo Glass

EDITORS
Leo Glass, Kieran Newton
Table of Contents
CONTRIBUTING ARTISTS
Raphael Madureira The Blooming Catastrophe. . . . . . . . . . . . . . . . . . . . .3
CARTOGRAPHERS
Jason Engle and Rob Lazzeretti

COVER ARTISTS
Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . 19
Tawny Fritz and Raphael Madureira

ART DIRECTION AND GRAPHIC DESIGN


Tony Barnett and Sonja Morris Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . . 24
ORGANIZED PLAY LEAD DEVELOPER
Linda Zayas-Palmer
Appendix 3: Art and Handout . . . . . . . . . . . . . . . . . . 29
ORGANIZED PLAY MANAGER
Tonya Woldridge

CREATIVE DIRECTOR
James Jacobs
GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
MANAGING DEVELOPER
Adam Daigle
Chronicle Sheet. . . . . . . . . . . . . . . . . . . . . . . . . . . 35
PUBLISHER
Erik Mona
How to Play
Pathfinder Society Scenario #1–15: The Blooming Catastrophe is a Pathfinder Society Scenario
designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario,
this adventure is designed to take about 4 hours to play. It is designed for play in the
Pathfinder Society Organized Play campaign, but can easily be adapted for use with any
world. For more information on the Pathfinder Society campaign, 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.

GM Resources
The Blooming Catastrophe makes use of the Pathfinder Core Rulebook, Pathfinder Bestiary,
and Pathfinder Flip-Mat Classics: Deep Forest. 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 paizo.com/prd, and the creature stat blocks from the
Bestiary are reprinted at the back of the adventure for the GM’s convenience.

Scenario Tags
Scenario tags provide additional information about an adventure’s contents. For more
information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
organizedplayfoundation.org/paizo/guides/.

Paizo Inc. Verdant Wheel


7120 185th Ave NE, Ste 120
Redmond, WA 98052–0577

paizo.com
The Blooming Catastrophe
By Mikhail Rekun
GM Synopsis
This wilderness adventure features leshys and contains WHERE ON GOLARION?
both social interactions and combat, either of which can
be used to resolve the final encounter. The Blooming Catastrophe takes place in Iobaria, a
rough and cold land to the northeast of the Inner Sea.
Adventure Background The adventure begins in the city of Mishkar, before
In early 4719 AR, a massive forest fire swept through the PCs head into Iobaria’s ancient Finadar Forest. For
Iobaria’s Finadar Forest. Home to a rare species of highly more information on Iobaria, see Pathfinder Campaign
flammable conifer known as bruorsivi, also known as Setting: The Inner Sea World Guide, available in
blood pine, the forest had always been prone to brief, bookstores and games stores everywhere and online
intense fires that burned out naturally or were contained at paizo.com.
by elf druids as well as centaur shamans from the Redpine
clan, who call Finadar home. This fire, however, was
fueled by the demonic magic of an incomplete cyclopean Iobaria
ritual, inadvertently activated by a small community of
goblins living in the skeletal remains of an old draconic
graveyard. With some help from the Pathfinder Society,
the druids and centaurs came together to end the blaze, Finadar Forest
destroying the cyclopean relic fueling the fire. In the • Mishkar
months since, the centaurs and druids have worked
together to heal the damaged woodlands.
Initially unknown to the inhabitants of the Finadar
Forest and their allies in the Pathfinder Society, far
more damage was done by the cyclopean relic than was
immediately apparent. The relic, part of a large-scale
ritual designed to consume an unimaginable amount of
natural life as fuel for an even greater atrocity, caused and manifestations of the enraged leshys, Urwal came
horrific scars and lingering Abyssal pollution to infect upon a curious discovery; whenever the leshys saw a
many of the innocent nature spirits that called the wayfinder, they went into a frenzy, viciously attacking
Finadar Forest home. Druids and other wielders of everything in sight. Urwal has come to believe that the
primal magic attempting to commune with these spirits Pathfinder Society shares some responsibility for the
found themselves ignored, rebuffed, or even attacked, current state of affairs in Finadar Forest and has called
and the situation has worsened over the last several for members of the Verdant Wheel to join him in Iobaria
months. The spirits have begun to manifest into leshys, to assist in dealing with the unusual goings-on.
small beings with bodies made of natural materials.
Normally called into carefully crafted bodies by attentive Adventure Summary
druids, these spirits have instead begun animating any The PCs receive a letter from Urwal that directs them to
remotely suitable host they can find and attacking Mishkar, where they are to meet Jaldan, an apprentice
travelers through the forest indiscriminately. Some of the shaman who will serve as their guide through Finadar.
more horrific examples of these spontaneously occurring Upon arriving in Mishkar, however, Jaldan is nowhere
leshys include squirrel carcasses riddled with fungi and to be found; the PCs have to track her down and then
skittering about on dozens of small branches, a moss- rescue her belongings from a pair of local kids. As
covered human skull creeping about on lashing vines, Jaldan leads the PCs through the outer edge of Finadar
and even gourds filled with blood pine sap that light Forest, they are attacked by corrupted leshys. After the
themselves on fire before flinging themselves at people attack, the PCs arrive in the Redpine centaur camp,
or buildings to explode in a clinging mass of destruction. where Urwal explains more of what is happening. Also
Urwal (NG male lizardfolk stargazer), leader of the at the camp, the PCs can impress Cenenviel, an elven
Pathfinder Society’s Verdant Wheel faction, traveled to druid; and Kaana Korag, the Redpines’ leader; as well
Finadar Forest after news of the area’s troubles reached as do one more good turn for Jaldan. Urwal directs
him. After spending several weeks examining the forest the PCs to an old dragon graveyard, deep in the forest.

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The Blooming Catastrophe
Occultism (Recall Knowledge)
LESHYS IN THE PARTY A PC who succeeds at a DC 15 Occultism check to Recall
Knowledge can interpret Urwal’s peculiar comments and
It is possible that there are leshys among the PCs, as references to rituals.
familiars or as player characters. This changes the tone Critical Success The Stranger has a particular place in the
of the adventure a little, as the PCs have an easier time iconography of Old Koloran, the pre-human empire of
negotiating with the leshys, but earn a few odd glances cyclopses that included much of modern-day Iobaria,
elsewhere. Apply the following adjustments to any PCs thousands of years ago.
who have a leshy familiar or who are a leshy themself. Success The Green is the planet of Castrovel, associated with
Getting Started: If the PC succeeds at the Nature fertility, while the Stranger is one of the constellations of
check below, they critically succeed instead. the Cosmic Caravan, associated with ill magic and typically
Redpine Camp: The PC takes a –2 circumstance depicted as a single, staring eye. The Child is another name
penalty to Diplomacy or Bluff checks. for Golarion, while the Mother is another of the Cosmic
The Leshys’ Valley: The PC gains a +2 circumstance Caravan, associated with protection.
bonus to Diplomacy or Bluff checks, as well as to any Critical Failure The Green is the planet of Castrovel, associated
checks to realize that the leshys are being corrupted with fey, and the Stranger is one of the constellations of the
by the Abyss. Cosmic Caravan, linked to evil magic.

Nature (Recall Knowledge)


On the way there, the PCs stumble across an Abyssal A PC who succeeds at a DC 15 Nature check to
scarecrow clearing an ancient cyclopean grave and get Recall Knowledge can parse Urwal’s references
some vital clues as to how to solve the problem. Finally, to spirits and primal worship.
the PCs arrive at the old dragon graveyard, only to find Critical Success These nature spirits are typically confined to
it overrun by leshys, and with a corrupted leshy crafter other worlds, but with careful effort a druid can construct
making more all the time. It is up to the PCs to then a physical body for one of these spirits—these are leshys,
either break the leshy crafter’s link to the Abyss or wipe animated beings of plant matter.
out all the corrupted spirits. Success Iobaria’s dominant religion is the worship of various
nature spirits, who protect harvests, prevent forest fires,
Getting Started and so forth. Most religious figures are druids.
Begin by giving the PCs Handout #1 (page 32)—this is Critical Failure Iobaria has an unspoken pact with the fair
the letter from Urwal, the iruxi leader of the Verdant folk, and many fey rule over the more obscure corners
Wheel. The PCs know Urwal by reputation, and of the land.
some may have worked with him before. He’s one of
the newest leaders of the Pathfinder Society, an iruxi Society (Recall Knowledge)
stargazer who simply showed up at the Grand Lodge A PC who succeeds at a DC 15 Society check to Recall
the previous year and made himself at home, correcting Knowledge can dredge up the following facts about
labels on Mwangi artifacts, sorting insect collections, Finadar Forest.
and painting murals of the night sky as seen from central Critical Success A few obscure legends hint that the blood
Garund. He’s considered odd, even by the flexible pines of Finadar were carefully cultivated in a past age by
standards of the Pathfinders, but he’s clearly committed cyclops conjurers, who used the trees as fuel in rituals to
to the Pathfinder cause, and he and his supporters have summon immense beings of elemental fire.
proven their worth where the preservation of nature Success Finadar Forest, in western Iobaria, is mostly known
is concerned. for its bruorsivi (or blood pines), a species of pine tree with
As Pathfinders, the PCs are also aware that the scarlet needles that burns remarkably well and sparks
Pathfinder Society was involved in a major operation small wildfires as part of its life cycle. While Finadar’s
in Finadar Forest in the last year, 4718 ar. An ancient blood pines make the forest highly susceptible to sudden
cyclopean ritual was accidentally triggered by a group and intense forest fires, the many druids and centaur
of goblins living in a dragon’s graveyard, causing a shamans who reside there typically keep these fires from
massive fire. With help from the Pathfinders, the local growing out of control.
centaurs and druids managed to stop the fire, and since Critical Failure Finadar Forest, in western Iobaria, is known
then have been working on the forest’s recovery. The for its dark and ominous fey, particularly redcaps who
goblins in question have since emigrated west. waylay unwary travelers.

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The Blooming Catastrophe
Mishkar The centaur is Jaldan (NG female centaur apprentice
Sprawling on a hilltop overlooking a broad caravansary, shaman), the PCs’ contact. The children are Alayn and
the town of Mishkar is an eclectic mix of steeply pitched Linnit (CN male and female human adorable brats), a
Varisian houses interspersed with the occasional red-tiled pair of young troublemakers. Over the last few weeks,
Taldan roof. The scars of the recent fires are still visible a few of the Abyss-polluted leshys made it out from the
if one cares to look, seen in the town’s smoke-darkened depths of Finadar Forest to the outskirts of Mishkar, and
rooftops and sooted doorways. Mostly, though, the the two children spotted one of them. In the manner of
PCs see evidence of new construction and repairs 10-year-olds, they decided that a reanimated squirrel
both finished and in progress; it seems that Mishkar is carcass walking on dead branches was just about the
decidedly in favor of putting the past behind it. Today, it most amazing thing they’d ever seen, and were hugely
is a city of paint buckets and ladders, of carpenters and disappointed when the guards chased it off with arrows.
surveyors and masons, smelling of sawdust and sounding When the kids saw Jaldan’s pack in town, they recognized
of workers’ cries. its embroidery from the last time the Redpine centaurs
The caravansary at the foot of the hill is equally were in Mishkar. In the hopes of forcing Jaldan to make
bustling. A large caravan of merchants from Brevoy has them another awesome monstrosity, they stole the pack.
just arrived, and the building’s yard is crowded with In their minds, since the dead squirrel thing came from the
clerks and guards, horses and grooms, with curious forest, and centaurs come from the forest, then she must
children darting between the wagon wheels. Just about know how to make dead squirrel things. Jaldan’s efforts to
everyone seems to be at the caravansary today, except convince them otherwise have not been terribly successful.
the person the PCs need to meet. Jaldan is nowhere to At this stage, the PCs can ask some questions to get to
be found. the bottom of this mess.
The PCs’ first task, then, is to find their guide. The (To Jaldan) Are you Jaldan of Redpine? “Hm? …Sorry,
simplest solution to this is to ask around the caravansary. yes! That’s me. I’m going to be the Redpine clan’s new
If the PCs succeed at a DC 13 Diplomacy check to Gather shaman!” Her expression falters. “Eventually. Someday.
Information, one of the grooms mentions that he saw If Cenenviel doesn’t kick me out for this mess. Oh no,
a teenaged centaur girl out by the east wall perhaps 20 I’m dead. Kill me.”
minutes ago. Alternatively, the PCs can simply go looking (To the kids) Who are you? “I’m Alayn!” calls the boy,
around the city (with a DC 15 Perception check), or even brightly. “And I’m Linnit,” the girl adds. The siblings beam.
follow unshod hoofprints that leave the caravansary (To Jaldan) What’s going on? “Those little twerps
toward Mishkar (DC 20 Survival check to Track). stole my bag! It’s got my books and my tools and my
However they do so, the PCs eventually find Jaldan by food and it’s got the money I was supposed to give you
some tall trees just past the east wall of Mishkar. Read or for travel costs, and... and...” Jaldan trails off, then puts
paraphrase the following. her head in her hands and moans. “This is a disaster.”
(To the kids) Why did you take her bag / What are you
Just past the east wall of Miskhar is the peculiar sight of a doing? “She’s a forest witch, see, and we want her to
freckled, teenaged centaur yelling at an apple tree. Upon make us one of those scary squirrel monsters. Or show
closer inspection, it is clear that she is actually yelling at a us how to make a scarecrow walk.” Alayn says, as if this
pair of human children who have climbed the tree: a boy and is the most reasonable request in the world. “Then we’ll
a girl, each about ten years old, with matching red hair and give it back!” “We’re not thieves.” The girl, Linnit, adds.
homespun clothes. The girl nonchalantly eats an apple while Squirrel monster? “Yeah!” Alayn says, “It’s like, a dead
the boy rifles through a decorated leather satchel. squirrel, with a bunch of branches stuck in it, and it moves
“You little demons, give that back!” the centaur yells, kinda like a centipede, and it’s got burning eyes with
flicking her tail in profound irritation. bloodpine sap, and it’s the awesomest thing I’ve ever seen!”
“Hmm. Nope,” the girl in the tree says, munching on “I think they maybe saw one of the polluted nature
the apple. spirits.” Jaldan says to you, quietly. “And before you
“Not until you show us how to make those dead squirrel ask, no, I can’t make one. Not that I would. If I could.”
monsters!” the boy calls down. Scarecrow walking? “Farmer Drystan says his scarecrow
“Sure, I’ll show you! Come on down, I’ll make two dead got off its post and walked into the forest.” Linnit says.
monsters! Little devils, with red hair!” the centaur yells, then “We didn’t get to see that.” Alayn adds, truly
spots your approach. “... Oh no. You’re… did Urwal send you? disappointed at missing out on such a terrifying sight.
Oh no. Um. Can you just... I’m sorry, could you come back in a “I... have absolutely no idea.” Jaldan says, blinking a
half hour? Please?” few times and shrugging.

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The Blooming Catastrophe
The PCs have a multitude of options for getting Jaldan’s Once she has their assurances, Jaldan heads back to
bag back. The physical approach would be to climb up Mishkar with the PCs. Read or paraphrase the following
the tree after the children, though this is made difficult (in particular, adjust it if there are any leshys in the party,
by the fact that the kids can clamber onto branches that perhaps asking the relevant PC to talk about leshys).
won’t bear a Medium-sized creature’s weight. They also
play keep-away with the bag, throwing it back and forth, “So, here’s the story. Over the last few months, something
and happily bombard the PCs with apples; these deal no really weird has happened to the local forest spirits. They’ve
damage, but are extremely annoying. Climbing the apple always been a little cranky, but now they’ve gone from ‘Auntie
tree requires a successful DC 15 Athletics check (DC 19 Kaana before she has her morning tea’ to ‘We will bake bread
in Subtier 3–4), and getting the satchel back requires from your bones’. They’re not talking to the druids or the
either one PC to succeed at a DC 18 Acrobatics check shamans, and when Cenenviel tried to do a big ritual to ask
(DC 21 in Subtier 3–4), or two to succeed at a DC 15 them what’s wrong, a tree animated and tried to kill him.
Acrobatics check (DC 19 in Subtier 3–4). “So that’s bad. Worse, the spirits have started making
Alternatively, the PCs can try to talk the children down bodies for themselves. You know leshys, right? Well,
from the tree. Negotiation (a DC 15 Diplomacy check, normally, only druids can make one. They grow a little plant or
DC 19 in Subtier 3–4) can work, especially if the PCs offer mushroom body, nicely ask a spirit to come inside, and poof,
to show the kids something else interesting or strange leshy. Except now the spirits are making their own bodies,
instead (casting a spell or displaying some obviously and they’re really creepy, and also violent. I had to smash
supernatural ability grants the PCs a +2 circumstance something that looked like a dead skunk crossed with a thorn-
bonus on this check). Shaming the children (a DC 15 bush when it tried to eat my face last night.
Diplomacy check, DC 19 in Subtier 3–4) can work, as can “These things have been attacking people, starting fires,
pretending to go along with their demand and showing and trying to burn down the forest. I don’t think anyone’s
them some kind of false “squirrel monster” (a DC 18 gotten killed yet, but it’s probably going to happen sooner
Crafting or Deception check, DC 21 in Subtier 3–4). rather than later.
The PCs can also try Jaldan’s approach and threaten the “Anyway, that’s what Cenenviel, Kaana, and your Urwal are
kids with a DC 18 Intimidation check (DC 21 in Subtier trying to figure out now at the Redpine camp. They seem to
3–4); specifically threatening to tell their mother grants a think you can help. So! Get your stuff and let’s get going!”
+2 circumstance bonus and causes the kids to complain
that the PCs are “fighting dirty.” Each failed check here Jaldan gives the PCs some money and supplies, telling
results in a spray of apple cores and increases the DC of them that the journey to the Redpine camp should take
subsequent efforts by 1, to a maximum DC increase of 4. about a day and that they should prepare for the troubles
Actually finding the children’s mother requires a DC ahead. In Subtier 1–2, these supplies consist of 5 gp in
16 Diplomacy check to Gather Information. The harried coins, a lesser cheetah’s elixir, and an owlbear claw; in
woman immediately gets Alayn and Linnit down with a Subtier 3–4, the supplies instead consist of 5 gold coins, a
few threats of missed meals; the kids squawk that they feather step stone, and a moderate cheetah’s elixir. These
are “snitches and tattletales,” but their mother gives supplies represent 2 Treasure Bundles.
the PCs and Jaldan a pie as an apology. Finally, the PCs If asked, Jaldan can also tell the PCs more about Finadar
can simply wait the children out until they go home for Forest (she knows the Success and Critical Success results
dinner, though watching a tree for several hours means for the Nature check at the start of the adventure, as well
that they are late setting out and take a –2 penalty to as the Success result for the Society check) and about
Initiative in the combat in area A due to the growing what happened in 4719 AR (as described in the first
darkness and generally greater presence of monsters. paragraph of the Adventure Background on page 3).
Eventually, the PCs get the satchel back to Jaldan. Jaldan can also answer a few other questions.
Read or paraphrase the following. Who are the Redpine Centaurs? “Us! We’re the biggest
and best centaur clan around Finadar, except maybe the
Jaldan spends a few minutes sorting out her pack, making Snowhooves. But we’re a lot friendlier than them, so no,
sure that the children haven’t stolen or broken anything we’re better. Yeah.”
inside. Finally, she relaxes, closing the pack. Who’s Cenenviel? “He’s an elven druid who watches
“I might actually survive.” The centaur says. “Thank you. over the forest nearby. Nice old guy, lives in the woods
Thank you thank you thank you thank you thank you!!! You and has a pet wolverine named Berry-Eater. It’s really
just saved my hooves. Uh... when we get back to camp, could cute. He’s been teaching me a little magic, so I can be a
you maybe, uh... not mention this to anyone. Please?” great shaman later.”

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The Blooming Catastrophe
You know magic? “Well...” Jaldan trails off, suddenly The leshys focus their efforts on any characters wearing
finding something above and behind your head incredibly a wayfinder or other obvious Pathfinder insignia, which
fascinating. “I know a magic. A spell that makes water! the PCs realize with a successful DC 15 Perception check.
Most of the time. Once I conjured very weak tea instead, Creatures & Hazard: Several Abyss-polluted leshys
but I don’t know what I did wrong, and Cenenviel won’t trundle out of the forest and attack the PCs, paying
tell me till I’m further along in my training. No help at all.” particular attention to any PC wearing a wayfinder. In
Who’s Auntie Kaana? “Chief Kaana Korag of the addition to the problem of the leshys, there is also the
Redpine Clan. She’s the best warrior in the clan, and the issue of the fire, which worries Jaldan a great deal more.
wisest leader. She’s not really my aunt, but she and my Four squares are on fire at the start of combat.
mom were war buddies way back when.”
Once the PCs have concluded their business in Mishkar, Subtier 1–2
they can make their way into Finadar Forest.
SMOLDERING FOREST FIRE HAZARD –1
A. The Outer Forest Page 19
Moderate
This far out from the Abyssal pollution, Finadar Forest HOGWEED LESHY (1) CREATURE –1
looks much as always. The bruorsivi make it an odd Page 19
sort of forest, largely indistinguishable from a typical
evergreen wood except for the fact that everything is in PLUM LESHY (2) CREATURE –1
shades of red. The branches overhead are crimson, and Page 20
scarlet needles crunch underfoot. Jaldan is an enthusiastic
traveling companion, spending the trip peppering the PCs Subtier 3–4
with questions about the world outside of Finadar Forest.
For her, the trip to Urwal’s camp is the equivalent of a RAGING FOREST FIRE HAZARD 1
summer stroll in the park, so while she keeps an eye on Page 24
the forest out of habit, she’s clearly not expecting trouble.
Despite her nonchalance, though, trouble awaits. Read HOGWEED LESHY (1) CREATURE 1
or paraphrase the following. Page 24

A band of absolutely bizarre creatures crawls from the forest, PLUM LESHY (2) CREATURE 1
chirping and hooting as they go. A moss-covered human skull Page 25
scuttles along six branches like a spider. A dead raccoon
slinks along on a fungal mat that bleeds sap from a hundred Development: If 1 minute after the battle begins,
crimson ‘eyes’. A twisted mass of weeds topped with pulsing there is no more than 1 square on fire, the PCs can
flowers staggers forward, leaving trails of burning sap. handily extinguish the fire and keep the forest essentially
undamaged. Jaldan is absolutely ecstatic, hugging any PC
At this point, the leshys spot the PCs, and the oozing who comes within reach and promising to make them
plants give out a plaintive shriek in some otherworldly honorary Redpines (this is not a thing she actually has the
tongue. The PCs can attempt a DC 13 Planes Lore or a DC ability to do, which Jaldan reluctantly admits if asked).
16 Religion check to Recall Knowledge and identify the If there are 2 or 3 squares on fire, then it takes the PCs
language that the leshy used as Abyssal (if any of the PCs considerable effort, but they still manage to extinguish
speak Abyssal, they know that the leshy is simply saying the fire. Jaldan is exhausted and covered in superficial
‘Over there!’). Read or paraphrase the following. wounds from the leshys, and just wants to go home and
get some sleep.
As the tiny monsters approach, something odd happens. One If 4 or more squares are aflame, then the PCs and
dreadful creature, a rotten gourd walking on three rabbit feet, Jaldan find that the fire has grown beyond their ability
lunges toward Jaldan, only to trip and smash itself against an to contain it, fleeing just ahead of the blaze as it destroys
upraised root. Some kind of hot sap splashes around it, and in several acres of forest before eventually burning out. The
seconds the bruorsivi needles catch light and begin to burn. apprentice shaman is thoroughly depressed, gloomily
“Spirits of woe and weal,” Jaldan swears softly, watching predicting that she will be cast out of the clan (she
in horrified fascination. “They’re going to set the whole won’t be) and asking the PCs if they think she should
forest aflame.” run away from home to become a pirate.

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The Blooming Catastrophe
A. The Outer Forest

L
F

L = Leshys
1 square = 5 feet Pathfinder Flip-Mat: Deep Forest

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The Blooming Catastrophe
Redpine Camp “Then, as the Sun blessed the Newlyweds, the goblins’ rituals
After the encounter with the leshys, Jaldan sets a hard pace awoke the stone. It remembered its shapers. It remembered its
for the camp, determined to get home before anything else purpose. And it remembered its powers. It called living fire into
goes wrong. The PCs shamble into the encampment just the dragons’ bones. Finadar burned. Pathfinders came to help.
as the Redpines are setting up for the night. The stone was found, broken. All seemed well.
The Redpine camp is located at a bend in a small forest “But now the spirits grow strange and furious. Cenenviel and
stream. Hides stretch from branch to branch, making for a Kaana seek to guard their peoples’ lives. This is well. But I think
cluster of oddly shaped but surprisingly large dwellings. A it wise that someone seek out that stone. The stars agree.”
few trenches have been dug to reroute part of the stream Urwal is quiet for a long moment, and then nods briskly. “This
and form a kind of moat or firebreak around the camp, is an auspicious night. The Dreamer is bright. Walk the camp, see
and several decorated banners hang from spears driven where you may be of aid. Brighten the name of the Pathfinders.
into the ground. The smell of roasting meat wafts over the “You will leave in the morning. For the valley. For the stone.”
camp, and the PCs see several rabbits cooking over a fire.
Jaldan hails a sentry as the PCs arrive, her demeanor
depending on the outcome of the
leshy combat in area A. The
PCs are promptly welcomed
into the camp, allotted a
patch of ground, and given roast rabbit and
wild greens. Jaldan steals a rabbit leg from the PCs, then
trots off to report to the camp’s leaders.
About an hour later, the PCs are
approached by a golden-eyed lizardfolk
with coppery scales. Read or paraphrase
the following:

“Stars move more easily than minds.” The


lizardfolk observes to no one in particular,
sitting down on a log. “I am Urwal.”
“Jaldan spoke to us. You have seen
Finadar’s problem in flower and flesh. Tell
me what you have seen.”

If the PCs mention that the leshys


spoke in Abyssal, or that they were
targeting characters with a wayfinder, Urwal
is particularly intrigued. He also listens very
closely if the PCs mention rumors of a scarecrow
wandering off in Mishkar and suggests that a rogue
spirit may have chosen to animate it. Once the PCs
finish, read or paraphrase the following:

“Let me tell you a story.” Urwal says, changing the subject


abruptly. “North of here, there is a valley. Dragons died there,
and their bones linger. For centuries, goblins dwelled among
the bones. They made rituals of fire and worship. Such
a life is not for me, but the goblins were happy.”
“Beneath the dragons’ graves lay a monolith. I
have heard tale of it. Carven rock, six handspans
tall, covered in the markings of the one-eyed shapers.
For years past number, the stone slumbered, until Urwal
even the stars changed above it.

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The Blooming Catastrophe
The PCs can ask Urwal questions or seek clarification. What do you think we’ll find? “Perhaps nothing. Perhaps
The iruxi tends to be cryptic, but if the PCs seem an old stone, easily smashed. Perhaps something far more
completely lost, he makes an effort to explain himself. In dangerous. The stars are silent, but I think caution will
brief, the PCs’ mission is to go to the old dragon graveyard not be wasted.”
and see whether the ancient cyclopean relic is somehow Why can’t you go? “It was not long ago that voices
responsible for the current situation. If it is, the PCs are were raised in war over such matters as these. Best if
to deal with it as best they can. In the meantime, the PCs someone reminds Chieftain Korag of the Pathfinders’
should wander around the camp, be helpful, and in so good intentions.”
doing make Urwal’s job of representing the Pathfinders Wandering around the camp, the PCs can encounter
that much easier. A few other possible questions: and interact with the following characters.
The Sun blessed the Newlyweds? “When the Cenenviel: The PCs find the elven druid Cenenviel (NG
constellation of the Newlyweds lay behind the sun. male elf druid) in one of the tents, poring over a motley
Late Calistril.” and rather fire-damaged collection of old books, scouts’
reports, and scribbled notes. If asked, Cenenviel explains
that he is trying to see if the spirits’ current anger has
any historical precedent, which would be simpler if his
own records hadn’t been damaged in the fire. A large
wolverine enthusiastically plays with a leather cord in a
corner of the tent and presents the cord to PCs, hopeful
for a rousing game of tug-the-cord. Cenenviel tells the PCs
that her name is Berry-Eater, and warns them that she will
follow them all around camp if they play with her.
PCs can help sort through the records with successful
DC 16 Arcana, Nature, or Occultism checks (DC 19 in
Subtier 3–4). Each PC can roll one check, and they need
a number of successes equal to half the number of PCs
(rounded up). A critical success counts as two successes,
and a critical failure removes one success. If the PCs play
with Berry-Eater, Cenenviel helps them search through
the records, granting them an additional success. If the
PCs earn enough successes, they find references to
some ancient cyclopean ruins in the area, including
the stone in the valley, and an old cyclops grave
surrounded by standing cairns. Cenenviel theorizes
that the cyclopean relics were meant to gather evil
energies and might be the cause of all the trouble; if the
PCs mention that the leshys spoke Abyssal, Cenenviel
becomes convinced that this is the case. If so, the druid
theorizes, then disabling or destroying the relics might
cause the leshys to return to normal. The PCs gain a +1
circumstance bonus to any Arcana or Occultism checks
related to cyclopean relics for the rest of the adventure.
Jaldan: The PCs can find Jaldan with a small group
of young centaurs. Provided the PCs did not tell anyone
about her embarrassing incident with the children in
Mishkar, the apprentice shaman is cheerfully telling her
friends about her trip with the PCs, embellishing the
leshy attack a bit. When the PCs arrive, she includes
them in the story, lauding their valor and inviting them
to participate in the storytelling. The PCs can impress the
Kaana Korag centaur youths, building up Jaldan’s reputation as well
as their own and adding a bit of luster to the name of

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The Blooming Catastrophe
“I have cast horoscopes for your mission.” Urwal says
PACING without preamble, setting a pair of satchels full of traveling
supplies by your campsite. “The omens are favorable enough,
The Blooming Catastrophe is a dialogue-heavy although the stars carry warning.
adventure, and such adventures can run long. If the “The spirits of Finadar Forest are sick. Perhaps this is
PCs arrive at the Inner Forest with an hour or less an abscess in nature, and must be lanced with sword and
remaining, consider removing the centipedes or spiders flame. But such a cure is to be mourned, not celebrated,” the
from the combat, or skipping battle altogether and lizardfolk says, emphasizing each word. “Better for all if a
letting the PCs explore the grave directly. safer salve is found. Yes?”

Urwal makes certain the PCs understand that they are


the Pathfinder Society with successful DC 14 Deception, to resort to violence only if all other options fail, then
Diplomacy, or Performance checks (DC 17 in Subtier 3–4). hands out the supplies. This consists of bread, foraged
Each PC can roll one check, and they need a number of mushrooms, and smoked meat, along with 4 gp and
successes equal to half the number of PCs (rounded up). A 45 sp (in Subtier 1–2) or 14 gp and 5 sp (in Subtier
critical success counts as two successes, and a critical failure 3–4). This represents 1 Treasure Bundle. In addition, if
removes one success. If successful and the PCs have been the PCs and Jaldan successfully extinguished the forest
generally kind to Jaldan over the course of the adventure, fire in the previous combat encounter, Urwal expresses
she hugs a random PC, then dashes into her tent and his thanks and gives them an item “representing the
brings back a holly bush feather token (in Subtier 1–2) or primeval forest’s gratitude”. In Subtier 1–2, this item
a barkskin potion (in Subtier 3–4), which she made herself is a hunter’s bane; in Subtier 3–4, it is a vine arrow.
and which she now gives to the PCs in thanks for a great This item represents 1 Treasure Bundle. Finally, if the
adventure together. This represents 1 Treasure Bundle. If PCs successfully impressed both Cenenviel and Kaana
the PCs don’t collect enough successes, the centaur teens Korag, a pleased Urwal also gives them a silver crescent
instead poke holes in their stories and wander off, leaving a moon pendant worth 8 gp; in Subtier 3–4, Urwal instead
deflated Jaldan to thank the PCs for trying, at least. gives them a golden pectoral worth 20 gp. This piece of
Kaana Korag: The PCs can find Kaana Korag (N female jewelry represents 1 Treasure Bundle.
centaur chieftain) overseeing the return of a patrol. The
chieftain is politely skeptical of the Pathfinders, but the B. The Inner Forest
PCs can charm her by sharing war stories (DC 15 Warfare Moderate
Lore, or DC 18 in Subtier 3–4), demonstrating their As they travel over the course of the next day, the PCs
knowledge of nature or the wilderness (DC 16 Nature or find the forest becoming gradually quieter. There are
Survival, DC 19 in Subtier 3–4), or showing off weapons more burnt areas here, both old scars from earlier fires
skills (making an attack with a ranged or melee weapon and the remnants of more recent blazes sparked by the
against a target with an AC of 16 (18 in Subtier 3–4). corrupted leshys. There are fewer animals as well, and
Each PC can roll one check, and they need a number of any PCs who try to hunt find game to be frustratingly
successes equal to half the number of PCs (rounded up). scarce, with hardly any more than scraggly rabbits
A critical success counts as two successes, and a critical to be found. Eventually, the PCs come across a small
failure removes one success. With three successful checks, mountain stream, which matches Urwal’s directions—
Kaana opens up enough to share a few of her own tales, they’re on the right path.
offering the PCs a few drinks and reminiscing about the As the PCs are crossing the stream, they spot
time she had to kill a hill giant all on her own, which took movement up ahead. An enormous scarecrow is busily
two quivers’ worth of arrows. The giant looked like a clearing the collected growth of eons past from an
porcupine afterward. She also shares a few tips on how ancient set of cyclopean menhirs that surround what
to fight leshys, giving the PCs a +1 circumstance bonus to looks to be an altar or grave of some kind, decorated
their initiative check if they end up in combat in area C. with a sinuous, flowing script. Several small animals
The following morning, Urwal speaks to the PCs before have been freshly sacrificed atop the altar, their blood
they set out. If the PCs succeeded at all three challenges, sliding into the grooves of the letters carved into the
the iruxi is quietly pleased with how they represented stone. As the PCs approach further, they realize the
the Society; likewise, three failures mean that he is true size of the scarecrow, with eyes like bubbling
correspondingly grim (a mixed result simply means Urwal black pools in its sackcloth face and hands twisted into
is his usual stoic self). Read or paraphrase the following. wooden talons.

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The Blooming Catastrophe
B. The Inner Forest

S = Scarecrow
1 square = 5 feet Pathfinder Flip-Mat: Deep Forest

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The Blooming Catastrophe
Creatures: The scarecrow is the one that belonged to PCs who succeed at a DC 16 Nature or Planar Lore
Farmer Drystan, which the PCs may have heard about check (DC 19 in Subtier 3–4) realize that a monolith
back in Mishkar. This Abyss-polluted spirit of Finadar spewing Abyssal energy into the forest would explain the
Forest is further gone than most. It chose to inhabit the twisting of Finadar’s spirits and the bizarre leshys. As the
scarecrow as a kind of pseudo-leshy, then went seeking Abyssal pollution is still in its early days (Finadar Forest
out more sources of Abyssal energy. It found this grave was meant to be powered by dozens of these monoliths,
about a day ago and has been busily clearing the site not just one), if the source is removed, then the forest
and performing sacrifices ever since. The moment the spirits would likely return to normal quickly.
scarecrow spots the PCs, it attacks, It intends to kill Treasure: If the PCs Force Open the cyclopean tomb
them and paint their blood over that of the sacrificed (DC 14 Athletics), they find some dusty, crumbling bones
animals congealing on the stones. and an ancient amulet depicting a single staring eye.
In addition to the scarecrow, a handful of giant In Subtier 1–2, the amulet is made of rusted iron and
centipedes or spiders have been called to the site, lured is worth 8 gp; in Subtier 3–4, it is made of gold that
by the scarecrow’s own uncanny energy. Both scarecrow has somehow, in defiance of known metallurgical laws,
and vermin work in concert, united by some dim, managed to rust, and is worth 24 gp. This item represents
instinctual understanding. 1 Treasure Bundle; in addition, it assists the PCs in
negotiations with the leshy crafter in area C.
Subtier 1–2
C. The Leshys’ Valley
FARMER DRYSTAN’S SCARECROW CREATURE 1 Severe
Page 21 As the PCs approach the old goblin valley, the environment
grows increasingly bizarre. Much of this area has been
GIANT CENTIPEDES (2) CREATURE –1 burned, but the charred and ashen ground is almost
Page 21 preferable to the plant life that has survived. Enormous,
thorny bushes with leaves bent like clawed fingers sprout
Subtier 3–4 from the ground, while strangling vines have sunk hooked
spikes into the bark of the remaining trees and drawn a
FARMER DRYSTAN’S SCARECROW CREATURE 3 ruddy sap. Massive, pitcher-like flowers seem to pulsate to
Page 26 some unheard rhythm, and the few animals that the PCs
can see bear massive, weeping wounds. The air is thick
HUNTING SPIDERS (2) CREATURE 1 and hazy with pollen and has a sickly sweet, metallic scent
Page 26 to it, like rotten blood.
The leshys’ valley is a peculiar and ominous place.
Development: After dealing with the scarecrow and Though the crevasse is indeed the blasted valley that the
its allies, the PCs can poke around the standing cairns PCs were warned of at the Redpine camp, the area all
that the scarecrow uncovered. The stones are covered in around it teems with awful and uncanny life. The unnatural
complex writing in the ancient cyclopean script, but with plants from before grow twice as thick and strange. Shrubs
a successful DC 16 Arcana or Occultism check (DC 19 in with gnarled human fingers twitch in the breeze, while vines
Subtier 3–4), the PCs can use the pictographs to puzzle slither like serpents along the ground. A two-headed crow
out some of their meaning. caws from atop an oak tree studded with catlike eyes.
The PCs can deduce that these stones originate from Of more immediate concern to the PCs are the dozens of
Old Koloran, the cyclopean empire that occupied corrupted leshys. A few simply stand around, singing odd,
modern-day Iobaria (among many other places), warbling songs to one another, or else play a game vaguely
famous for its widespread worship of fiends and other like pat-a-cake, albeit with wildly varying numbers of
horrors. The cairns seem to show Finadar Forest, with limbs. Many of the others are hard at work, gathering
its swift-burning blood pines, as a great ritual battery strewn-about trash, stray branches, and offal, and bringing
for the cyclopses, a place to hold Abyssal energy until their prizes toward an ancient, graven monolith at the
it was needed. This energy was brought forth into the end of the crevasse. PCs who succeed at a DC 12 Nature
world by a series of burning monoliths. The depiction check notice that the leshys seem oddly focused in their
of the monoliths (three feet tall and covered in burning actions; the spirits inhabiting their bodies are still new to
runes) matches Urwal and Cenenviel’s description of the corporeal realm and are having difficulty processing
the monolith in the old dragon graveyard. the myriad physical stimuli.

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The Blooming Catastrophe
C. The Leshys’ Valley

L = Leshy Crafter
1 square = 5 feet

The monolith is half-destroyed, most of the top part As each body is built, the stone eye flashes, and an eerie
battered by some ancient rock-slide, but the PCs can still leshy totters off to join their fellows. PCs who witness this
make out the same sinuous script upon the weathered can attempt a DC 12 Arcana or Occultism check (DC
stone, as well as bas-relief depictions of three one-eyed 15 in Subtier 3–4) to realize that the stone is channeling
figures: two, in armor, bowed in supplication before a energy from the monolith into the leshy crafter, and that
third, wearing robes and a massive pectoral amulet. If the the leshy crafter, empowered by the structure, is infecting
PCs examine the monolith (which requires either getting the rest of the leshys in turn. Removing this immediate
close to it, using a spyglass, or succeeding at a DC 20 vector, either by killing the leshy crafter or by removing
Perception check from the edge of the valley), they can the stone from his eye, will also resolve the problem of the
attempt a DC 14 Arcana or Occultism check to Recall angry nature spirits—at least long enough for the PCs to
Knowledge (DC 17 in Subtier 3–4). If successful, the PCs destroy the monolith and end its threat for good.
realize that the monolith is channeling energy from the If the PCs have been following Urwal’s map and succeed
Abyss into the surrounding wilderness, and that disabling at a DC 16 Survival check, then they emerge from the
it is necessary to stop the Abyssal pollution. undergrowth a safe distance from the leshys’ valley and
Around the monolith, a single leshy moves with quiet can observe the situation at their leisure. Failure means
efficiency. He looks for all the world like a simple leaf that they stumble right out into the open (see Be Direct
leshy, quite mundane compared to his more gruesome below). Ultimately, the PCs have two angles of approach:
allies, save for the chunk of gray stone embedded in Be Subtle: Simply sneaking past all of the leshys to the
one eye. That chunk of stone is a fragment of the monolith, monolith is incredibly risky and requires a successful DC
and a serpentine rune upon it glows with yellow flames 24 Stealth check—there are too many leshys, all moving
that intensify as the leshy busily assembles the gathered around. Circling around makes this easier, enabling PCs
scraps left at the monolith into new, disturbing leshys. to climb down the cliffs with a DC 16 Athletics check,

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The Blooming Catastrophe
then sneak along the sides of the crevasse with a DC 17 a naturally formed hole in it), the bonus is a +3 instead.
Stealth check (DC 21 in Subtier 3–4). This allows the PCs Additionally, if one of the PCs or their familiars is a leshy,
to approach the leshy crafter and the monolith directly, the crafter is likely more open and welcoming with them;
possibly disrupting the monolith in secret (see Sabotage any mechanical advantages are listed in the Leshys in the
the Monolith below). Party sidebar on page 4.
Be Direct: Alternatively, the PCs can simply walk right At this point, if the PCs ask the leshy crafter a question
in. If the PCs step out into the open, the leshys do not along the lines of “what are you doing here” or “why are
attack. They mostly ignore the PCs, although they hoot the leshys running wild,” read or paraphrase the following.
ominously at any PC who wears a wayfinder. No one
stops the PCs from simply walking into the camp and “I’m restoring the natural order! The forest here is very
approaching the leshy crafter. unnatural. Very strange, sad. The plants are a very strange
At this stage, the PCs have two main options: they can color, they’re green, the rivers never flow with blood, strange
speak with the leshy crafter, or they can attack. The sheer monsters everywhere! Just other day, I saw a thing. Like a
number of leshys and Urwal’s warning to use violence as rat, with a long, fluffy tail! Burying
a last resort should encourage a peaceful approach, but an acorn in the ground. Very
some PCs might still go in swords swinging—if that’s the horrifying! And my brother
case, skip to Combat on page 17. leshy says he saw a thing,
When the PCs arrive, the leshy crafter is putting the four feet and a little white
finishing touches on a new leshy, a hideous monster tail, branches on its head.
made from spindly vines growing through the carved- Monsters everywhere!
open corpse of an opossum, with two small pebbles Very disturbing!”
serving as the eyes, tied in place with string. The
leshy crafter finishes attaching the last limb, and
the opossum leshy twitches to life atop the broken
monolith, their body suffused with a dim, yellowish
light. They take several jerky steps forward, then
disintegrate, their head falling off and one of the pebble
eyes rolling up against a PC’s foot.
The leshy crafter tilts his head
and considers this. Read or
paraphrase the following.

“No. No, no, no, the river pebbles


were not a success.
Very damp. Needs
an adder stone? Yes.
Adder stone works.
Then they can see
everything. Also, not
slippery, I can tie the string.”
At first, the leshy seems oblivious to
the world. Then he turns his head, the jagged chunk of
stone in his eye making odd shadows play across his face.
“Oh, hello!”
“Do you have an adder stone?” The leshy stops and
looks around. “Or string? Used mine. Need more.”

If the PCs do have some string and give it to the leshy


crafter, the leshy thanks them enthusiastically, and they
gain a +1 circumstance bonus to their next Diplomacy or
Deception check against the leshy crafter. In the unlikely Leshy Crafter
event they have an adder stone (a round river stone with

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The Blooming Catastrophe
The leshy looks quite earnest as he says this. One of Why do you have a glowing rock/piece of the monolith
the smaller leshys, which looks like a fox that has been stuck in your eye? “Why do you have a gooey round
turned inside out and is leaking dead leaves from within, thing in your eye?” The leshy puffs up, affronted. “It’s
comes and bumps their head against the leshy crafter, as if my eye, thank you very much. I like my eye, it’s the very
comforting him. best eye any leshy has.”
“So I think—something must be done! It’s unnatural, It should by now be clear that to resolve the leshy
this place. But I’m only one leshy, so I’m making friends. situation, the PCs need to either destroy or dismantle the
Together, we’ll make this place work right, proper nature, monolith or somehow get the shard out of the leshy crafter’s
with eye-mushrooms, and screaming flowers, and snakes! eye. There are several ways the PCs can accomplish this,
Not these bad snakes, only one head. Very upsetting. Should and inventive players can undoubtedly think of others.
have sixteen heads! We will fix.” Open Appeals: The PCs can attempt to persuade the
“It’s a very difficult and important job.” The leshy puffs up leshy crafter that the stone in his eye is corrupting his
as he says this. “But I can do it. Eventually.” He pauses. “It mind. This is by far the hardest option; the PCs need to
may take me a bit, though.” first successfully Make an Impression on the leshy (DC 18
“But you are friends too! You will help?” The sharp stone in Subtier 1–2, DC 21 in Subtier 3–4) to get him to even
in the leshy’s eye glitters as it says this. “You look a little consider their arguments, then must succeed at a DC 18
creepy. But maybe you are friends?” Nature check and a DC 18 Arcana or Occultism check
(DC 21 for both in Subtier 3–4) to explain what exactly is
It is clear that the leshy crafter’s perceptions have happening, and then finish up with a Request (DC 20 in
been badly warped by the chunk of Abyssal rock in his Subtier 1–2, DC 22 in Subtier 3–4) to convince the leshy
head, which can be confirmed with a successful DC 13 that they’re right. The leshy crafter patiently listens to the
Arcana or Nature check. Despite this, he is perfectly PCs until they fail two checks, at which point he tells them
friendly and willing to chat with the PCs, including they are being ridiculous and are starting to annoy him. If
answering questions or allowing them to examine the the PCs fail a third check, the leshy crafter loses his temper
damaged monolith at length, though not touch it. The and orders the leshys to attack.
leshys also refuse to allow the PCs to leave—if the PCs Bamboozle the Leshy Crafter: Silver-tongued PCs can
attempt to, the leshys attack, deciding that if the PCs instead try to lure the leshy crafter into a position where
will not help make more leshys, then they are enemies they can just yank the shard out of his eye. This requires a
to be destroyed. convincing line of patter. First, the PCs must succeed on a
Some likely exchanges are below. check to Lie to the leshy (DC 16 in Subtier 1–2, DC 20 in
Who are you, exactly? “I am the greatest and smartest Subtier 3–4) as well as another check to support their lie.
spirit of this forest! Eldest and wisest, self-maker and PCs can take many different approaches for this second
leshy-maker! You are very impressed?” The leshy check; regardless of the skill used, it has a DC of 15 (DC
pauses, then casts a sidelong, hopeful glance at the PCs. 18 in Subtier 3–4). A few possibilities include pretending to
“You are impressed?” be druids and inveigling the leshy crafter into a meditative
What is your name? The leshy crafter pauses and ritual (Nature), offering to fix the monolith but requesting
considers this for a long moment. “I haven’t decided. his presence (Arcana), or appealing to his ego and offering
Maybe… Yew, a good name. Or Oleander. Or to make him a mask or other such decoration (Crafting).
Foxglove. I think I look like I could be a Foxglove. Once the PCs have a chance, they can attempt to pry the
Maybe. Your thoughts?” monolith shard out of his eye using the Force Open action.
Why are the leshys attacking people? “They’re This has a lower DC than if they attempted to do so in
new! A little overenthusiastic. But people are being combat (DC 15 in Subtier 1–2, DC 18 in Subtier 3–4). If
very strange, attempting to plant their strange plants, they fail once, they can play it off as an accident with a DC
bringing in their monsters. Very annoying.” 19 Diplomacy check (DC 22 in Subtier 3–4), but a second
What’s that monolith? “A great and powerful standing failure causes the leshy crafter to realize what is going on
stone, left behind by ancient druids and spirits! It’s and order the leshys to attack.
very fancy.” The leshy smacks the cyclopean monolith Sabotage the Monolith: Alternatively, the PCs can
proudly with his tiny hand, causing its yellow glow to choose to deal with the monolith directly. Outright
flicker for a moment. The leshy crafter looks briefly destroying it is extremely difficult, as it’s an enchanted
concerned, then sheepishly amends his statement. “It’s hunk of rock (Hardness 15, HP 60), and if the PCs start
very fancy and very slightly broken. I’m fixing it! But simply attacking the monolith, the leshys attack them
it’s very hard, not having the tools.” in turn.

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The Blooming Catastrophe
An easier approach would be to take a chisel and Subtier 3–4
strategically deface a few cyclopean runes, thus disabling
the Abyssal connection. This requires two DC 18 (DC LESHY CRAFTER CREATURE 5
21 in Subtier 3–4) Arcana or Occultism checks, as well Page 27, art on page 31
as a few minutes of access to the monolith. To gain this
access, while speaking to the leshy crafter, the PCs can try HOGWEED LESHY CREATURE 1
to secure his permission to ‘fix’ the monolith. In this case, Page 27
each Arcana or Occultism check is accompanied by a DC
15 Deception check (DC 18 in Subtier 3–4), as the leshy PLUM LESHY CREATURE 1
crafter is looking over their shoulder. If the PCs show the Page 28
leshy crafter the cyclopean amulet from area B, they gain
a +2 circumstance bonus to these Deception checks. The Once the PCs have, one way or another, removed the
first time the PCs fail a Deception check, the leshy crafter monolith shard from the leshy crafter’s eye, assuming he
grows suspicious, raising the DC by 2 for subsequent is still alive, read or paraphrase the following, adjusting
Deception checks. A second failure means that the jig is as necessary for the situation:
up, and the leshys attack.
If the PCs snuck into the encampment, then each Arcana The leshy crafter stands stock still for a moment, raising a
or Occultism check must be accompanied by a DC 15 (DC hand to touch the gaping hole in his face where the cyclopean
18 in Subtier 3–4) check to Sneak to avoid attracting the shard had so recently rested. He gingerly probes the hole,
leshys’ attention. The PCs can continue attempting Arcana swaying like a sapling in the wind..
or Occultism checks as long as they are undetected. The “Oh. Oh.” The leshy crafter looks about slowly, taking
first time the PCs fail a check to Sneak, a few leshys notice in the twisted and deformed leshys, the Abyssal plant life,
something is amiss, raising the DC by 5 for subsequent the burnt and ruined valley. “...it’s possible that I might have
Stealth checks. The second failure alerts all the leshys, misinterpreted one or two things.”
leading them to attack. There is a very long pause.
If the PCs successfully sabotage the monolith, the “Oops.”
uncanny yellow light flares one last time, then fades
forever. The leshy crafter observes this, blinks a few And with that, the threat of the Abyss-warped leshys
times, then suddenly rips the monolith shard from his has ended. Free of the monolith’s pollution, whatever
eye and smashes it against the ground. leshys remain gradually slough off the rocks and animal
Combat: Finally, it is possible that the PCs simply parts that the leshy crafter used to form their bodies;
choose to attack the leshys, either trying to kill the though they return to somewhere close to normal (for
leshy crafter or get close enough to yank the cyclopean leshys), they retain signs of their Abyssal origin, such as
monolith shard out of his eye. a bark pattern that looks vaguely like a bleeding skull,
Creatures: The crevasse is absolutely overrun by leshys, or extra vines that sway in an unfelt breeze.
but most of the creatures are too focused on their strange Treasure: In payment, Urwal gives the PCs a single
work to respond to anything but a direct attack on beacon shot (“A warrior’s weapon,” he notes dryly). In
themselves. Instead, the PCs have to deal with the leshy Subtier 3–4, Urwal also gives the PCs a red gemstone
crafter and a handful of the most aware leshys. If the battle worth 5 gold pieces. This represents 1 Treasure Bundle.
drags on, however, additional leshys join the fray. See the If the PCs killed the leshy crafter and his creations,
encounter appendix for your Subtier for more details. the astrologer expresses his disappointment upon their
return, but reluctantly acknowledges the PCs’ success
Subtier 1–2 in stopping the Abyssal infection. If the PCs manage to
free the leshy crafter from his corruption, their rewards
LESHY CRAFTER CREATURE 3 are more substantial. The next morning, a still-rather-
Page 22, art on page 31 disturbing hogweed leshy trundles out of the woods
with a “legendary sword, for the good monsters.” In
HOGWEED LESHY CREATURE –1 Subtier 1–2, the “legendary sword” is a low-grade silver
Page 22 longsword with the image of a grasping arm etched into
its blade; in Subtier 3–4, it is instead a +1 scimitar with
PLUM LESHY CREATURE –1 a hilt marred by strange claw marks. These additional
Page 23 treasures represent 2 Treasure Bundles.

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The Blooming Catastrophe
Conclusion Reporting Notes
If the PCs were able to convince the leshy crafter to If the PCs resolved the leshy situation without killing
let them remove the Abyssal shard from his eye, then the leshy crafter, check box A on the reporting sheet. If
as far as the leshys are concerned, the PCs are the the PCs befriended Jaldan and received her gift, check
greatest heroes in their entire (months-long) history. If box B.
the PCs ever return to Finadar Forest, they are liable
to find their faces grown onto massive bruorsivi pines Primary Objectives
around the forest. The leshy crafter takes the name of If the PCs resolve the leshy problem (by killing the leshy
Blackberry and leads the leshys to become staunch allies crafter, removing the shard from his eye, or disabling
of the Pathfinders and the local centaurs. the monolith), they each earn 2 Fame and 2 Reputation
If the PCs freed the leshy crafter but killed two or more for any faction associated with their currently slotted
of the leshys in area C, the leshys’ thanks is decidedly faction boon.
cool, and the PCs are swiftly hustled out of their territory.
The leshy crafter becomes Thorn, and while the leshys do Secondary Objectives
much to restore Finadar Forest, they do so on their own. If the PCs accomplish at least two of the following three
If the PCs killed the leshy crafter, no one is pleased. actions, they each earn 2 Fame and 2 Reputation for any
Urwal, Cenenviel, and the Redpines manage to clear faction associated with their currently slotted faction
much of the Abyssal pollution, but the Pathfinders and boon: extinguish the fire in the Outer Forest, accomplish
their allies are spread thin in Finadar Forest. Leshys are all three challenges at the Redpine Camp, avoid killing
occasionally seen restoring the forest in their own way, any leshys at the Leshys’ Valley.
but they react with hostility to any outsiders, especially
any with Pathfinder insignias. Faction Notes
Finally, if the PCs became friends with Jaldan and received If the PCs secure an alliance between the druids and
her token, then when Urwal departs from the Redpines, centaurs of Finadar forest and the leshy crafter, they earn
Jaldan goes with him, becoming a Pathfinder so that she 1 additional Reputation for the Verdant Wheel faction
can one day be a better shaman to the Redpine clan. and gain the Finadar Leshy boon.

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Appendix 1: Subtier 1–2
Encounters SCALING ENCOUNTER A

Encounter A (Subtier 1–2) To adjust for the PCs’ overall strength, use the following
The leshys are filled with the influence of the Abyss Challenge Point adjustment.
and attack without any thought of strategy or self- 8+ Challenge Points: For every 2 Challenge Points
preservation. They fight to the death, focusing their beyond 8, add one hogweed leshy or plum leshy to the
efforts on any PC wearing a wayfinder or bearing any encounter, keeping the number of each roughly equal.
obvious Pathfinder insignia. The leshys mostly ignore
Jaldan, who is too large a target for them. Four squares
are on fire at the beginning of the combat. HOGWEED LESHY CREATURE –1
Jaldan: Jaldan rushes over to the flames and CE SMALL LESHY PLANT
automatically douses one square of fire each round, casting Perception +5; low-light vision
her one spell (to make water, or occasionally very weak Languages Abyssal; speak with plants (weeds only)
tea) or smothering the flames with a blanket she has in her Skills Acrobatics +5, Athletics +4, Stealth +5
satchel. She’ll beg the PCs for any kind of help they can Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
offer, visibly panicked at the thought of the fire spreading. AC 16; Fort +8, Ref +5, Will +2
If the PCs help her douse all of the flames before the HP 12
battle ends, Jaldan canters off the edge of the map, strings Virulent Burst When a polluted leshy dies, they release
her bow, and automatically deals 4 piercing damage to a a burst of toxic natural energy. Each living non-plant
random leshy each round. creature within 30 feet takes 1d6 poison damage (DC 15
basic Fortitude save).
SMOLDERING FOREST FIRE HAZARD –1 Speed 30 feet, climb 25
COMPLEX ENVIRONMENTAL FIRE Melee [one-action] stalk +8 (agile, disarm, finesse, trip), Damage 1d6
Stealth –10, initiative modifier is +5 bludgeoning plus burning sap
Description A fire engulfs a 10-foot-by-10-foot section of Burning Sap On a critical hit with a stalk Strike, the target
forest, then spreads on each of its turns. takes 1d4 persistent fire damage.
Disable A successful DC 13 Athletics, Nature, or Survival Tanglebloom [two-actions] The leshy causes a burst of choking plants
check from an adjacent square is sufficient to smother one to sprout around themself. The leshy’s square and all
5-foot-square of fire; each attempt is an Interact action. adjacent squares become difficult terrain. Leshys can move
Dousing the flames automatically extinguishes one or through this terrain without impediment. The sprouts
more sections of fire, with no check. Water typically clears wither away after 1 hour.
a 5-foot square if the amount is small (such as that from
create water or hydraulic push). Larger amounts of water,
such as a full bucket, typically douse a 10-foot-by-10-foot
area (or 4 squares in some other shape). Throwing a bucket
of water on flames requires an Interact action. A waterskin
doesn’t contain enough water to put out even 1 square of
fire. Cold can also put out fire, but only if the cold can affect
an area; cold is usually less effective than water, so a frost
vial typically puts out only 1 square of fire, and ray of frost
is ineffective.
Routine On its turn, the fire spreads into a number of
additional squares equal to half the number of squares
the fire currently occupies, minimum 1 square. The GM
determines the squares the fire spreads into. Any creature
that ends its turn next to the flames takes 1d6 fire damage,
and any creature within the flames takes 2d6 fire damage
(DC 13 basic Reflex save for both). A creature can take
damage from flames only once per round.

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PLUM LESHYS (2) CREATURE –1
CE SMALL LESHY PLANT
Perception +5; low-light vision
Languages Abyssal; speak with plants (trees only)
Skills Acrobatics +5, Athletics +4, Stealth +5
Str –1, Dex +3, Con +2, Int –2, Wis +2, Cha +0
AC 15; Fort +2, Ref +8, Will +5
HP 10
Virulent Burst When a polluted leshy dies, they release
a burst of toxic natural energy. Each living non-plant
creature within 30 feet takes 1d6 poison damage (DC 15
basic Fortitude save).
Speed 25 feet
Melee [one-action] claws +4 (agile, finesse), Damage 1d4 slashing
Ranged [one-action] rotten fruit +8 (range 60 feet), Damage 1d6
bludgeoning plus bitter harvest
Bitter Harvest When a plum leshy hits with their rotten fruit
Strike, the target must attempt a DC 15 Fortitude save.
Critical Success The target is unaffected and becomes
temporarily immune to all plum leshys’ bitter
harvest for 1 hour.
Success The target is unaffected.
Failure The target is sickened 1. Once it succeeds at its
save to recover from the sickened condition, it is
immune to all plum leshys’ bitter harvest for 1 hour.
Critical Failure As failure, plus the target also takes a –1
penalty on all saves to recover from the sickened
condition for 1 hour.

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Encounter B (Subtier 1–2)
The giant centipedes attack the nearest PCs, while the SCALING ENCOUNTER B
scarecrow simply wades into the fray, terrifying any foe
it can reach. If the scarecrow is destroyed, the centipedes To adjust for the PCs’ overall strength, use the following
retreat once they are reduced to half HP or fewer. Challenge Point adjustment.
8+ Challenge Points: For every 2 Challenge Points
FARMER DRYSTAN’S SCARECROW CREATURE 1 beyond 8, add one giant centipede to the encounter.
CE LARGE CONSTRUCT
Perception +10; darkvision
Language Abyssal
Skills Athletics +7, Intimidation +9, Stealth +7
Str +3, Dex +3, Con +3, Int –3, Wis +2, Cha +1
Spooky The scarecrow does not take a penalty to Intimidation
checks when using the Demoralize action against targets
with whom it does not share a language.
AC 16; Fort +10, Ref +7, Will +4
HP 32; Immunities bleed, death effects, diseased, doomed,
drained, fatigued, healing, necromancy, nonlethal attacks,
paralyzed, poison, sickened, unconscious; Weakness fire 3
Speed 25 feet; woodwalk
Melee [one-action] claw +9 (agile, finesse, reach 10 feet, versatile P),
Damage 1d6+3 slashing plus 1 evil
Haunting Assault [two-actions] The scarecrow makes two claw Strikes
against a single creature, then Demoralizes that creature.
Woodwalk The scarecrow ignores difficult terrain from
nonmagical foliage.

GIANT CENTIPEDES (2) CREATURE –1


N MEDIUM ANIMAL
Perception +6; darkvision
Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
AC 15; Fort +7, Ref +6, Will +2
HP 8
Speed 30 feet, climb 30 feet
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus
giant centipede venom
Giant Centipede Venom (poison) Saving Throw DC 14
Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison
(1 round); Stage 2 1d8 poison and flat-footed (1 round);
Stage 3 1d12 poison, clumsy 1, and flat-footed (1 round).

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Encounter C (Subtier 1–2)
The plum and hogweed leshys stay close to the leshy SCALING ENCOUNTER C
crafter so he can use his Vitality Transfer ability. If
the battle goes too long, at the beginning of Round 3, To adjust for the PCs’ overall strength, use the following
another hogweed leshy appears on the map, followed by Challenge Point adjustment.
another plum leshy at the start of Round 5. All leshys 10+ Challenge Points: For every 2 Challenge Points
fight to the death. beyond 8, add one hogweed leshy or plum leshy to
Getting the monolith shard out of the leshy crafter’s the start of the encounter, keeping the number of each
eye during combat requires the PCs to first immobilize roughly equal (additional leshys still show up in later
the leshy crafter somehow, then use the Force Open rounds as normal).
action to pry the stone from his eye (DC 17). Once the
stone is out of the leshy crafter’s eye, on his next turn the
crafter commands the leshys to stop fighting. HOGWEED LESHY CREATURE –1
CE SMALL LESHY PLANT
LESHY CRAFTER CREATURE 3 Perception +5; low-light vision
UNIQUE CE SMALL LESHY PLANT Languages Abyssal; speak with plants (weeds only)
Perception +9; low-light vision Skills Acrobatics +5, Athletics +4, Stealth +5
Languages Abyssal, Common, Druidic, Sylvan; speak with Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
plants (trees only) AC 16; Fort +8, Ref +5, Will +2
Skills Crafting +11, Nature +7, Occultism +10 HP 12
Str +2, Dex +2, Con +1, Int +2, Wis +1, Cha +3 Virulent Burst When a polluted leshy dies, they release
AC 19; Fort +9, Ref +12, Will +6 a burst of toxic natural energy. Each living non-plant
HP 51 creature within 30 feet takes 1d6 poison damage (DC 15
Vitality Transfer [reaction] Trigger The leshy crafter would take basic Fortitude save).
damage; Effect The leshy crafter uses his mystical link to Speed 30 feet, climb 25
the Abyssal shard to redirect the damage to a willing leshy Melee [one-action] stalk +8 (agile, disarm, finesse, trip), Damage 1d6
of lower level within 30 feet. If this leshy is reduced to 0 bludgeoning plus burning sap
HP as a result of the damage, the leshy crafter takes any Burning Sap On a critical hit with a stalk Strike, the target
remaining damage. takes 1d4 persistent fire damage.
Speed 25 feet Tanglebloom [two-actions] The leshy causes a burst of choking plants
Melee [one-action] razor-sharp leaf +11 (agile, finesse, sweep), Damage to sprout around themself. The leshy’s square and all
1d8+5 slashing adjacent squares become difficult terrain. Leshys can move
Ranged [one-action] thorn +11 (agile, thrown), Damage 1d6+5 piercing through this terrain without impediment. The vines wither
Claws from Below [two-actions] The leshy crafter calls spiky roots that away after 1 hour.
shoot up from the ground in the shape of Abyssal claws
before retracting an instant later. This ability targets three
5-foot bursts within 30 feet. Each creature on the ground
in an affected area takes 2d8 piercing damage (DC 20 basic
Reflex save). A creature takes the same amount of damage
no matter how many overlapping bursts it’s caught in.
Leech Materials [two-actions] Frequency once per minute; Effect The
leshy crafter calls forth materials and natural energies
from the surrounding area, creating a brief vortex of flora
and debris. Each non-plant creature within 10 feet of the
leshy crafter takes 2d6 piercing damage and 2d6 negative
damage, with a DC 20 basic Fortitude save. The debris
cloud lasts until the leshy crafter’s next turn; while the
cloud lasts, all creatures within it become concealed, and all
creatures outside the cloud become concealed to creatures
within it.

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PLUM LESHY CREATURE –1
CE SMALL LESHY PLANT
Perception +5; low-light vision
Languages Abyssal; speak with plants (trees only)
Skills Acrobatics +5, Athletics +4, Stealth +5
Str –1, Dex +3, Con +2, Int –2, Wis +2, Cha +0
AC 15; Fort +2, Ref +8, Will +5
HP 12
Virulent Burst When a polluted leshy dies, they release
a burst of toxic natural energy. Each living non-plant
creature within 30 feet takes 1d6 poison damage (DC 15
basic Fortitude save).
Speed 25 feet
Melee [one-action] claws +4 (agile, finesse), Damage 1d4 slashing
Ranged [one-action] rotten fruit +8 (range 60 feet), Damage 1d6
bludgeoning plus bitter harvest
Bitter Harvest When a plum leshy hits with their rotten fruit
Strike, the target must attempt a DC 15 Fortitude save.
Critical Success The target is unaffected and becomes
temporarily immune to all plum leshys’ bitter
harvest for 1 hour.
Success The target is unaffected.
Failure The target is sickened 1. Once it succeeds at its
save to recover from the sickened condition, it is
immune to all plum leshys’ bitter harvest for 1 hour.
Critical Failure As failure, plus the target also takes a –1
penalty on all saves to recover from the sickened
condition for 1 hour.

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Appendix 2: Subtier 3–4
Encounters SCALING ENCOUNTER A

Encounter A (Subtier 3–4) To adjust for the PCs’ overall strength, use the following
The leshys are filled with the influence of the Abyss Challenge Point adjustment.
and attack without any thought of strategy or self- 16+ Challenge Points: For every 4 Challenge Points
preservation. They fight to the death, focusing their beyond 16, add one hogweed leshy or plum leshy to
efforts on any PC wearing a wayfinder or bearing any the encounter, keeping the number of each roughly
obvious Pathfinder insignia. The leshys mostly ignore equal.
Jaldan, who is too large a target for them. Four squares
are on fire at the beginning of the combat.
Jaldan: Jaldan rushes over to the flames and HOGWEED LESHY CREATURE 1
automatically douses one square of fire each round, CE SMALL LESHY PLANT
casting her one spell (to make water, or occasionally very Perception +7; low-light vision
weak tea) or smothering the flames with a blanket she Languages Abyssal; speak with plants (weeds only)
has in her satchel. She’ll beg the PCs for any kind of help Skills Acrobatics +7, Athletics +6, Stealth +7
they can offer, visibly panicked at the thought of the fire Str +1, Dex +4, Con +2, Int +0, Wis +3, Cha +0
spreading. AC 17; Fort +10, Ref +7, Will +4
If the PCs help her douse all of the flames before the HP 20
battle ends, Jaldan canters off the edge of the map, strings Virulent Burst When a polluted leshy dies, they release
her bow, and automatically deals 8 piercing damage to a a burst of toxic natural energy. Each living non-plant
random leshy each round. creature within 30 feet takes 2d6 poison damage (DC 17
basic Fortitude save).
RAGING FOREST FIRE HAZARD 1 Speed 30 feet, climb 25
COMPLEX ENVIRONMENTAL FIRE Melee [one-action] stalk +10 (agile, disarm, finesse, trip), Damage 1d6+5
Stealth –10, initiative modifier is +5 bludgeoning plus burning sap
Description A fire engulfs a 10-foot-by-10-foot section of Burning Sap On a critical hit with a stalk Strike, the target
forest, then spreads on each of its turns. takes 1d6 persistent fire damage.
Disable A successful DC 15 Athletics, Nature, or Survival Tanglebloom [two-actions] The leshy causes a burst of choking plants
check from an adjacent square is sufficient to smother one to sprout around themself. The leshy’s square and all
5-foot-square of fire; each attempt is an Interact action. adjacent squares become difficult terrain. Leshys can move
Dousing the flames automatically extinguishes one or through this terrain without impediment. The sprouts
more sections of fire, with no check. Water typically clears wither away after 1 hour.
a 5-foot square if the amount is small (such as that from
create water or hydraulic push). Larger amounts of water,
such as a full bucket, typically douse a 10-foot-by-10-foot
area (or 4 squares in some other shape). Throwing a bucket
of water on flames requires an Interact action. A waterskin
doesn’t contain enough water to put out even 1 square of
fire. Cold can also put out fire, but only if the cold can affect
an area; cold is usually less effective than water, so a frost
vial typically puts out only 1 square of fire, and ray of frost
is ineffective.
Routine On its turn, the fire spreads into a number of
additional squares equal to half the number of squares the
fire currently occupies, minimum 1 square. You determine
the squares the fire spreads into. Any creature that ends
its turn next to the flames takes 1d6 fire damage, and any
creature within the flames takes 4d6 fire damage (DC 15
basic Reflex save for both). A creature can take damage
from flames only once per round.

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PLUM LESHYS (2) CREATURE 1
CE SMALL LESHY PLANT
Perception +7; low-light vision
Languages Abyssal; speak with plants (trees only)
Skills Acrobatics +7, Athletics +6, Stealth +7
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +0
AC 17; Fort +4, Ref +10, Will +7
HP 20
Virulent Burst When a polluted leshy dies, they release
a burst of toxic natural energy. Each living non-plant
creature within 30 feet takes 2d6 poison damage (DC 17
basic Fortitude save).
Speed 25 feet
Melee [one-action] claws +7 (agile, finesse), Damage 1d4+4 slashing
Ranged [one-action] rotten fruit +11 (range 60 feet), Damage 1d6+2
bludgeoning plus bitter harvest
Bitter Harvest When a plum leshy hits with their rotten fruit
Strike, the target must attempt a DC 17 Fortitude save.
Critical Success The target is unaffected and becomes
temporarily immune to all plum leshys’ bitter
harvest for 1 hour.
Success The target is unaffected.
Failure The target is sickened 1. Once it succeeds at its
save to recover from the sickened condition, it is
immune to all plum leshys’ bitter harvest for 1 hour.
Critical Failure As failure, plus the target also takes a –1
penalty on all saves to recover from the sickened
condition for 1 hour.

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Encounter B (Subtier 3–4)
The hunting spiders begin the battle by descending on SCALING ENCOUNTER B
their webs (see dotted outline areas on the map on page
12), and spend most of the combat trying to trap the PCs To adjust for the PCs’ overall strength, use the following
in webbing before moving in to attack. The scarecrow Challenge Point adjustment.
simply wades into the fray, terrifying any foe it can reach. 16+ Challenge Points: For every 4 Challenge Points
If the scarecrow is destroyed, the spiders retreat once beyond 16, add one hunting spider to the encounter.
they are reduced to half HP or fewer.

FARMER DRYSTAN’S SCARECROW CREATURE 3 HUNTING SPIDERS (2) CREATURE 1


CE LARGE CONSTRUCT N MEDIUM ANIMAL
Perception +12; darkvision Perception +7; darkvision, web sense
Language Abyssal Skills Acrobatics +7, Athletics +5, Stealth +7
Skills Athletics +10, Intimidation +12, Stealth +10 Str +2, Dex +4, Con +1, Int –5, Wis +2, Cha –4
Str +4, Dex +4, Con +4, Int –3, Wis +2, Cha +1 Web Sense The hunting spider has imprecise tremorsense to
Spooky The scarecrow does not take a penalty to Intimidation detect the vibrations of creatures touching its web.
checks when using the Demoralize action against targets AC 17; Fort +6, Ref +9, Will +5
with whom it does not share a language. HP 16
AC 19; Fort +12, Ref +9, Will +8 Spring Upon Prey [reaction] (attack) Requirement Initiative has not
HP 52; Immunities bleed, death effects, diseased, doomed, yet been rolled; Trigger A creature touches the hunting
drained, fatigued, healing, necromancy, nonlethal attacks, spider’s web while the spider is on it; Effect The hunting
paralyzed, poison, sickened, unconscious; Weakness fire 5 spider automatically notices the creature and Strides,
Speed 25 feet; woodwalk Climbs, or Descends on a Web before it rolls initiative.
Melee [one-action] claw +12 (agile, finesse, reach 10 feet, versatile P), Speed 25 feet, climb 25 feet
Damage 1d6+6 slashing plus 1d6 evil Melee [one-action] fangs +9 (finesse), Damage 1d6+2 piercing plus
Haunting Assault [two-actions] The scarecrow makes two claw Strikes hunting spider venom
against a single creature, then Demoralizes that creature. Ranged [one-action] web +7 (range increment 30 feet), Effect web trap
Sudden Charge [two-actions] The scarecrow Strides up to twice its Descend on a Web [one-action] (move) The hunting spider moves
speed. If it ends its movement within melee reach of at straight down up to 40 feet, suspended by a web line. It can
least one enemy, it can make a claw Strike against that hang from the web or drop off. The distance it Descends on
enemy. a Web doesn’t count for falling damage. A creature that
Woodwalk The scarecrow ignores difficult terrain from successfully Strikes the web (AC 20, Hardness 3, HP 5)
non-magical foliage. severs it, causing the spider to fall.
Hunting Spider Venom (poison) Saving Throw DC 16 Fortitude;
Maximum Duration 6 rounds; Stage 1 1d10 poison and flat-
footed (1 round); Stage 2 1d12 poison, clumsy 1, and flat-
footed (1 round); Stage 3 2d6 poison, clumsy 2, and flat-
footed (1 round).
Web Trap A creature hit by the hunting spider’s web attack
is immobilized and stuck to the nearest surface until it
Escapes (DC 17).

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Encounter C (Subtier 3–4)
The plum and hogweed leshys stay close to the leshy SCALING ENCOUNTER C
crafter so he can use his Vitality Transfer ability. If
the battle goes too long, at the beginning of Round 3, To adjust for the PCs’ overall strength, use the following
another hogweed leshy appears on the map, followed by Challenge Point adjustment.
another plum leshy at the start of Round 5. All leshys 16+ Challenge Points: For every 4 Challenge Points
fight to the death. beyond 16, add one hogweed leshy or plum leshy to
Getting the monolith shard out of the leshy crafter’s the start of the encounter, keeping the number of each
eye during combat requires the PCs to first immobilize roughly equal (additional leshys still show up in later
the leshy crafter somehow, then use the Force Open rounds as normal).
action to pry the stone from his eye (DC 20). Once the 32+ Challenge Points: As above, and give all leshys
stone is out of the leshy crafter’s eye, on his next turn the 10 additional Hit Points.
crafter commands the leshys to stop fighting.

LESHY CRAFTER CREATURE 5 HOGWEED LESHY CREATURE 1


UNIQUE CE SMALL LESHY PLANT CE SMALL LESHY PLANT
Perception +12; low-light vision Perception +7; low-light vision
Languages Abyssal, Common, Druidic, Sylvan; speak with Languages Abyssal; speak with plants (weeds only)
plants (trees only) Skills Acrobatics +7, Athletics +6, Stealth +7
Skills Crafting +14, Nature +10, Occultism +13 Str +1, Dex +4, Con +2, Int +0, Wis +3, Cha +0
Str +3, Dex +3, Con +1, Int +3, Wis +1, Cha +3 AC 17; Fort +10, Ref +7, Will +4
AC 22; Fort +12, Ref +15, Will +9 HP 20
HP 84 Virulent Burst When a polluted leshy dies, they release
Vitality Transfer [reaction] Trigger The leshy crafter would take a burst of toxic natural energy. Each living non-plant
damage. Effect The leshy crafter uses his mystical link to creature within 30 feet takes 2d6 poison damage (DC 17
the Abyssal shard to redirect the damage to a willing leshy basic Fortitude save).
of lower level within 30 feet. If this leshy is reduced to 0 Speed 30 feet, climb 25
HP as a result of the damage, the leshy crafter takes any Melee [one-action] stalk +10 (agile, disarm, finesse, trip), Damage 1d6+5
remaining damage. bludgeoning plus burning sap
Speed 25 feet Burning Sap On a critical hit with a stalk Strike, the target
Melee [one-action] razor-sharp leaf +14 (agile, finesse, sweep), Damage takes 1d6 persistent fire damage.
2d6+6 slashing Tanglebloom [two-actions] The leshy causes a burst of choking plants
Ranged [one-action] thorn +14 (agile, thrown), Damage 2d4+6 piercing to sprout around themself. The leshy’s square and all
Claws from Below [two-actions] The leshy crafter calls spiky roots that adjacent squares become difficult terrain. Leshys can move
shoot up from the ground in the shape of Abyssal claws through this terrain without impediment. The sprouts
before retracting an instant later. This ability targets three wither away after 1 hour.
5-foot bursts within 30 feet. Each creature on the ground in
an affected area takes 2d10 piercing damage (DC 22 basic
Reflex save). A creature takes the same amount of damage
no matter how many overlapping bursts it’s caught in.
Leech Materials [two-actions] Frequency once per minute; Effect The
leshy crafter calls forth materials and natural energies
from the surrounding area, creating a brief vortex of flora
and debris. Each non-plant creature within 10 feet of the
leshy crafter takes 3d6 piercing damage and 3d6 negative
damage, with a DC 22 basic Fortitude save. The debris
cloud lasts until the leshy crafter’s next turn; while the
cloud lasts, all creatures within it become concealed, and all
creatures outside the cloud become concealed to creatures
within it.

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PLUM LESHY CREATURE 1
CE SMALL LESHY PLANT
Perception +7; low-light vision
Languages Abyssal; speak with plants (trees only)
Skills Acrobatics +7, Athletics +6, Stealth +7
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +0
AC 17; Fort +4, Ref +10, Will +7
HP 20
Virulent Burst When a polluted leshy dies, they release
a burst of toxic natural energy. Each living non-plant
creature within 30 feet takes 2d6 poison damage (DC 17
basic Fortitude save).
Speed 25 feet
Melee [one-action] claws +7 (agile, finesse), Damage 1d4+4 slashing
Ranged [one-action] rotten fruit +11 (range 60 feet), Damage 1d6+2
bludgeoning plus bitter harvest
Bitter Harvest When a plum leshy hits with their rotten fruit
Strike, the target must attempt a DC 17 Fortitude save.
Critical Success The target is unaffected and becomes
temporarily immune to all plum leshys’ bitter
harvest for 1 hour.
Success The target is unaffected.
Failure The target is sickened 1. Once it succeeds at its
save to recover from the sickened condition, it is
immune to all plum leshys’ bitter harvest for 1 hour.
Critical Failure As failure, plus the target also takes a –1
penalty on all saves to recover from the sickened
condition for 1 hour.

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Appendix 3: Art and Handout

Urwal

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Kaana Korag

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Leshy Crafter

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Handout #1: Urwal’s Missive

Three months ago, the Green passed briefly beside the Stranger, the two in confluence for a half-turning of a moon.
In Finadar’s heart, the spirits run riot. Flesh and flower flow together, and bones walk on limbs of wood. Soon, the
Child shall pass beneath the aegis of the Mother. The time is auspicious for the Pathfinders to fix what was broken.
Journey to Iobarian Mishkar. At the caravansary beneath, amid the stalls, you will find Jaldan, a shaman of
Redpine. She will wait for you there until the moon turns once more. Do not dally.

Pathfinder Society Scenario


32
The Blooming Catastrophe
GM References
Treasure Table
Level Treasure Bundle
1 1.4 gp
2 2.2 gp
3 3.8 gp
4 6.4 gp

Chronicle Sheet
PCs who put a stop to the Abyssal pollution affecting the leshys of Finadar Forest gain the Finadar Leshy boon on
their Chronicle Sheets. If the PCs don’t put out the forest fire in area A, cross the hunter’s bane and vine arrow off the
Chronicle Sheet.

Treasure Bundles:
▫▫Mishkar, page 6: 2 Treasure Bundles
▫▫▫▫Redpine Camp, page 11: 4 Treasure Bundles
▫Area B, page 13: 1 Treasure Bundle
▫▫▫Area C, page 17: 3 Treasure Bundles

Event Reporting Form


Date Event Code:

Location

GM Org Play #: GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Fame Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
The Blooming Catastrophe
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder Society Scenario #1–15: The Blooming Catastrophe © 2020, Paizo Inc. All Rights
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society,
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Author: Mikhail Rekun. Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder
Society are trademarks of Paizo Inc.

Pathfinder Society Scenario


34
Pathfinder Society Scenario #1–15: Character Chronicle #

The Blooming Catastrophe Herolab Code


L1P1

Faction Reputation
A.K.A. -2
Faction Reputation
Player Name Character Name Organized Play # Character #
Faction Reputation

Adventure Summary
You set forth into Finadar Forest to investigate the strange events caused by Abyssal pollution, eventually finding a leshy crafter
bewitched by a cyclopean monolith in the heart of the forest. One way or another, you freed the forest from the monolith’s influence.

Boons
Finadar Leshy: After the Abyssal influence was driven from Finadar Forest, some of its leshys set out into the
wider world. You have gained access to the following background for all of your characters (include a copy of
this Chronicle Sheet with any character who selects this background). Starting XP

FINADAR LESHY BACKGROUND


Prerequisites Leshy ancestry
XP Gained
You are a leshy from Finadar Forest, originally created under the corruption of a cyclopean monolith. Though the
Pathfinder Society managed to sever the monolith’s connection, freeing the forest and your people from its influence,
you retain a trace, unnerving connection to the Abyss.
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. Final XP
You’re trained in the Intimidation skill and the Abyssal Lore skill. You gain the Intimidating Glare skill feat.

Items Purchases Starting GP


Items Sold / Conditions Gained
hunter’s bane (level 2, 5 gp (discounted price)
limit 3)
GP Gained

REWARDS
beacon shot (level 3, 8 gp (discounted price)
SUBTIER 1–2

limit 5)

Earn Income

TOTAL VALUE OF ITEMS SOLD


Add 1/2 this value to the “Items Sold” Box Items Sold
Items Bought / Conditions Cleared
vine arrow (level 3, 8 gp (discounted price) limit
5) GP Spent
beacon shot (level 3, 8 gp (discounted price)
SUBTIER 3–4

limit 5)

Total GP

TOTAL COST OF ITEMS BOUGHT


Starting Fame

Notes Downtime

Fame Earned

Total Fame

FOR GM ONLY
EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play #

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