TEXT: By Thilo Graf
  The Perennial Crown Part 1: 
  The Perennial Crown Part 1: 
  Opal of Bhopan
  Opal of Bhopan
  PATHFINDER SOCIETY SCENARIO #1–16 
  TIER 3–6
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052–0577
  paizo.com
  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/.
  Metaplot
  Pathfinder Society Scenario #1–16: The Perennial Crown Part 1: Opal of Bhopan is a Pathfinder 
  Society Scenario designed for 3rd- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 
  5–6). 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.
  How to Play
  GM Resources
  Opal of Bhopan makes use of the Pathfinder Core Rulebook, Pathfinder Bestiary, Pathfinder 
  Flip-Mat: Forbidden Jungle, Pathfinder Flip-Tiles: Dungeon Starter Set, and Pathfinder Flip-
  Tiles: Dungeon Vaults Expansion. All rules referenced in this adventure are available in the 
  free online Pathfinder Reference Document at paizo.com/prd, and creature stat blocks from 
  the Bestiary are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Opal of Bhopan . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Subtier 3–4 Encounters.  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Appendix 2: Subtier 5–6 Encounters . . . . . . . . . . . . .28
  Appendix 3: Art and Handout .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .42
  AUTHOR
  Thilo Graf
  DEVELOPMENT LEAD
  James Case
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer, Avi Kool, and Adrian Ng
  CONTRIBUTING ARTISTS
  Michele Giorgi, Josef Kucera, and Artur Nakhodkin
  CARTOGRAPHER
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Nex
  Nex
  Obari Ocean
  Obari Ocean
  Bhopan
  Bhopan
  By Thilo Graf
  Pathfinder Society Scenario #1–16: The Perennial Crown 
  Part 1: Opal of Bhopan takes place in Bhopan, a small 
  island to the east of Nex off the shores of the continent 
  of Garund. The peoples and civilizations of Bhopan are 
  poorly understood by the inhabitants of both Avistan 
  and Garund thanks to their isolation from the mainland. 
  Bhopan is home to Bhopanese humans, each of whom 
  possesses qualities resembling those of various kinds 
  of fey, particularly those of gremlins, especially the 
  canine pugwampis and batlike jinkins.
  WHERE ON GOLARION?
  GM Synopsis
  This adventure features a broad variety of encounters, 
  including overland travel, waves of combat, a courtly 
  dance, and dangerous hazards. The scenario ends on a 
  cliffhanger. The story continues in Pathfinder Society 
  Scenario #1–17: The Perennial Crown Part 2: The 
  Thorned Monarch.
  Adventure Background
  In the depths of the Mwangi Expanse, four of the founding 
  members of the Pathfinder Society came upon a mysterious 
  gateway covered in locks and surrounded by keys—the 
  Door of Seasons. As the Pathfinders tried each of the keys 
  without success, a mocking voice told them that any of 
  the keys could open the door if the right conditions were 
  met; namely, that since the four discoverers had found the 
  gate at the same time, it wouldn’t open for any of the four 
  until only one of them remained alive. The Pathfinders 
  didn’t succumb to the temptations of the mysterious voice 
  and instead turned their back on the treasure, swearing a 
  pact to ignore the door, leaving it to whichever of them 
  happened to live the longest. This came to be known as 
  the Open Road Pact—the foundation for the strong ethos 
  of cooperation that has served as one of the Pathfinder 
  Society’s guiding principles. Unbeknown to the Pathfinders, 
  however, the situation at the gateway was an elaborate 
  ruse. The voice belonged to an ancient fey tyrant, Qxal, 
  the Thorned Monarch. But though the words they spun 
  about the keys and locks were nothing but manipulations, 
  the prize beyond the door was very much real.
  Long ago, Qxal established a demiplane of fey magic, 
  making it their stronghold from which to terrorize 
  the surrounding lands. They focused their wrath on 
  the ancient empire of Bhopan, nearly destroying their 
  civilization entirely, before being bested by a group 
  of Bhopanese heroes who managed to wrest away the 
  artifact Qxal had created to focus the power of their 
  demiplane: the Perennial Crown. The loss of the crown 
  deprived the Thorned Monarch of the ability to control 
  much of their own power, leaving it bound within the 
  realm beyond the Door of Seasons. What remained of the 
  Bhopanese retreated to isolation on the last and furthest 
  island they had occupied, where they locked the crown 
  away. Now left unable to venture far from the Door of 
  Seasons, the Thorned Monarch has been forced to use 
  wanderers as pawns in their quest to recover the crown.
  Had the Pathfinders turned on each other as Qxal had 
  hoped, the fey would have drawn strength from their 
  blood and taken control of the victor’s mind for their 
  own ends. But when the four Pathfinders refused the 
  offer, the Monarch needed to improvise. They planted a 
  whisper and a seed of their own power into the mind 
  of the most weak-willed of the group, Selmius Foster. 
  Qxal told Selmius that there was another way to reach 
  the other side without killing his allies. All he had to 
  do was recover a crown from the island of Bhopan and 
  bring it back, and he could claim this grand discovery 
  for himself. Selmius agreed. A few months later, he told 
  the other members of the Open Road Pact that he had 
  found a lead on Bhopan, then left for the island with his 
  assistant, Adolphus, unknowingly carrying the seed with 
  him to Bhopan, which took root the moment he set foot 
  on the island.
  The Perennial Crown was locked away in the royal 
  vaults, but with the help of Adolphus and the revolutionary 
  Bhopanese princess Ganjay, Selmius nearly reached his 
  goal. However, alarms their group had set off on their 
  approach brought forth numerous guards, and the group 
  was caught. As an outsider caught in the most forbidden 
  of places with a popular princess, Selmius was soon found 
  guilty of kidnapping the princess to force her assistance 
  and was executed for high crimes against Bhopan. 
  
  4
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  While the Thorned Monarch’s plan to have Selmius steal 
  the crown ended there, their influence continued to grow 
  on Bhopan. Centuries of subtle manipulation and cultural 
  engineering by Qxal has transformed Bhopan into a place 
  of fey wonders, where casual bloodshedding is a firmly 
  established aspect of everyday life, each drop strengthening 
  and slowly growing the Thorned Monarch’s power.
  In the last few months, the Pathfinder Society has 
  learned of the existence of the Open Road Pact. The 
  Society is now sending agents to learn more about the 
  Pact’s members, in hopes of discovering the mysterious 
  gate that they were unable to open. One of these groups 
  now heads to Bhopan to learn more about Selmius 
  Foster’s last adventure. Will these Pathfinder fulfill Qxal’s 
  schemes, or will they undo Selmius’s mistakes?
  Adventure Summary
  The PCs arrive on Bhopan by ship, and after landing 
  on a deserted beach, they begin bushwhacking into the 
  dense jungle. During the grueling trek, the PCs navigate 
  the jungle’s threats and ultimately are attacked by fey 
  in a relentless assault. Before the fey can overpower 
  them, the PCs are saved by a Bhopanese patrol, whose 
  commander requests that the PCs accompany them to 
  see their king. King Webhekiz graciously invites the PCs 
  to the Masquerade of Seasons festival, which culminates 
  in the Grand Dance. He orders his advisor Lelzeshin 
  to accompany the PCs as a chaperone and guide. In 
  the privacy of the PCs’ quarters, Lelzeshin attempts to 
  convince them to break into the vault with him, ostensibly 
  on the grounds that doing so is the best way for them 
  to learn about what Selmius Foster sought on Bhopan, 
  though he truly only wants the crown for himself. If they 
  refuse his request, he attempts to break into the vault 
  alone; otherwise, he acts as a guide during the festival.
  Either way, the PCs have a bit of time to interact with 
  the masquerade’s wonders, including the dining habits, 
  peculiar gambling, and the unearthly decadence of the 
  palace. When the dance begins, everything becomes 
  a riot of whirling dresses, lights, and magic as dancers 
  fly through the labyrinthine halls and parks. The PCs 
  need to learn the many steps to participate and use their 
  mastery of the dance’s magic to make their way toward 
  the vault, infiltrating it via the orchid castle’s stigma high 
  above the ground. Even if the PCs planned not to enter 
  the vault, Lelzeshin’s break-in alerts the palace guards, 
  who ask for the PCs’ aid in bypassing the vault’s wards. 
  Either way, Lelzeshin turns on the PCs in an attempt 
  to take the crown for himself. After the battle, quakes 
  rock the vault, trapping the PCs inside. The adventure 
  continues in Pathfinder Society Scenario #1–17: The 
  Perennial Crown Part 2: The Thorned Monarch.
  Getting Started
  Read or paraphrase the following to get the adventure 
  underway.
  At the docks of the bustling port of Quantium, semi-retired 
  Pathfinder Khoumrock Blackthane drinks his mug of dark stout.
  The dwarf mariner speaks in a booming voice, “As ye lot 
  might’ve heard, we’re currently lookin’ into the trail o’ the 
  ole foundin’ members o’ the Pathfinder Society, Selmius 
  Foster. He made loads o’ discoveries before he vanished on 
  an island in the Obari Ocean. We’re pretty sure he died there, 
  but we don’t know the details. Other than some mention of 
  him being killed by some ‘dog-faced people,’ whatever that 
  means. Ambrus Valsin wants ye lot to travel to the jungle isle 
  o’ Bhopan and find out what ye’ can about ole Selmius. There’s 
  supposed to be a city there, but weather’s rough that time of 
  the year, so there’s a decent chance we’ll have to drop ye lot 
  off on the other side o’ the isle. Ye all should prepare for a trek 
  through the jungle. Anyways, yerr smart ones, so if ye can, 
  try to not make a fuss with the locals while there, got me? 
  There’s a good chance Selmius didn’t leave us with the best 
  reputation there, so try to be discreet and tactful.”
  Khoumrock has no more useful information about 
  Bhopan than he provides in the briefing above. If the 
  PCs ask questions about Selmius Foster, he answers them 
  briefly; he knows the information listed in the Success 
  entry for the Recall Knowledge check on page 5. Any 
  PC who is trained in Pathfinder Society Lore has at least 
  heard of Selmius Foster and can confirm that he was a 
  founding member of the Pathfinder Society who appeared 
  frequently in the earliest volumes of the Pathfinder 
  Chronicles. PCs who played Pathfinder Society Scenario 
  #1–11: The Flames of Rebellion found a letter from 
  Selmius’s adventuring companion Kerinha Napsunar 
  that refers to Selmius as a “pompous buffoon”, who is “a 
  scholar and by no means a diplomat,” and expresses that, 
  with regards to his journey to Bhopan, she “fears for his 
  safety” more than she “holds out hope he will uncover 
  anything.” Though these letters were in part Kerinha 
  venting her frustrations with Selmius, they also reflect her 
  experience with Selmius’s tendency to get in trouble when 
  taking the lead in complex social situations.
  Pathfinder Society Lore or Society 
  (Recall Knowledge) or Diplomacy 
  (Gather Information)
  The PCs might know more information about Selmius 
  Foster and the events surrounding this scenario. They learn 
  the following information based on the results of a DC 20 
  Society check or DC 15 Pathfinder Society Lore check to 
  Recall Knowledge. While in Quantium, they can instead 
  
  5
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  ask around by attempting a DC 20 Diplomacy check to 
  Gather Information. This takes 2 hours and represents 
  finding knowledgeable Pathfinder agents in and around 
  the Pathfinder lodge in Quantium, the Nexus House.
  Critical Success Though Selmius Foster is best known for 
  his successes as an explorer, these successes gradually 
  inflated his ego. The more famous he became, the more 
  fame and wealth he desired, and the less he cared about 
  the consequences of his actions for the people around him—
  particularly people that he didn’t expect to see again, such as 
  the people from lands far away from his home in Absalom. 
  He often relied on his trusted companion Adolphus to clean 
  up after his social faux pas. Adolphus’s entry on Foster’s 
  death was oddly brief for the methodical scholar—a fact that 
  many have attributed to grief over the loss of his mentor. 
  Adolphus’s wife, Ganjay, was known for her keen intellect 
  and noble bearing, and she had a striking, multicolored 
  appearance, reminiscent of an opal. Ganjay confided in her 
  friends that she was once the princess of a faraway land, but 
  she was reluctant to speak more about her past.
  Success Selmius is most famous for explorations in Vudra, 
  which ultimately led to Vudra opening up its lucrative 
  spice trade to merchants from Absalom. To reward the 
  Pathfinder Society for Selmius’s efforts, the city of Absalom 
  donated an old manor to the Pathfinder Society, where the 
  Society founded the Grand Lodge. The manor, now called 
  the Water Palace, remains on the grounds of the Grand 
  Lodge to this day. The last Pathfinder Chronicle to mention 
  Selmius was written by his assistant, Adolphus, who said 
  that he was killed by “dog-faced people” on Bhopan but 
  didn’t elaborate. After Selmius’s death, Adolphus and his 
  wife, Ganjay, founded a Pathfinder lodge in Quantium.
  Critical Failure In addition to his skills as an explorer, Selmius 
  Foster was expert negotiator whose silver tongue opened 
  new doors for the Pathfinder Society. Given how badly 
  Selmius failed, the people on Bhopan are most likely not 
  interested in parleying with unwelcome visitors.
  Voyage to Bhopan
  Give the PCs an opportunity to slot their boons for the 
  adventure, if they haven’t already done so, and remind 
  them that they each have 1 Hero Point available. The PCs 
  also have a chance to slot boons for this scenario.
  Unfortunately for the PCs, the voyage is as rough 
  and stormy as Blackthane feared. They reach the island 
  after several weeks of sailing over the Obari Ocean 
  on Blackthane’s ship, the Unsinkable. However, the 
  turbulent seas prevent the ship from rounding the island 
  to drop the PCs at their intended landing point on the far 
  side, so Blackthane leaves the PCs on a beach to cross the 
  island by land while he waits out the storm, explaining 
  he’ll meet the PCs on the far side once the weather clears. 
  If the PCs ask him to come with them, he refuses, saying 
  that discretion and tact aren’t his strong suits and that 
  someone needs to make sure the ship stays safe.
  Trek through the 
  Jungle
  The coast of Bhopan is straight and somber and faces a mist-
  shrouded ocean. Reddish trails of earth are visible through 
  the dark-green foliage of bushes and creepers that trail along 
  the low cliffs. A chain of jutting, jagged rocks stands out from 
  the waves like remnants of a wall breached by the sea, while 
  inland, the vast, primeval jungles cast their shadows toward 
  the eternally toiling waves.
  On their way through the jungle, the PCs face three 
  major obstacles: hungry insects, dangerous terrain, and 
  toxic plants. Whenever the PCs encounter an obstacle, each 
  PC must attempt one of the listed checks, with a DC of 18 
  (DC 20 in Subtier 5–6). PCs who critically succeed gain two 
  successes toward bypassing the obstacle, PCs who succeed 
  gain one success, and PCs who critically fail reduce the 
  number of successes the group has earned by one.
  The number of successes the PCs earn determines their 
  result. If they earn a number of successes equal to than 
  half the number of PCs (rounded up) or fewer, the PCs 
  fail their attempt to bypass the obstacle, experiencing 
  the failure effect listed in the obstacle before eventually 
  slogging through. If they earn more successes, they don’t 
  experience any ill effects from the obstacle.
  Starting in this encounter, numerous skill checks allow 
  the PCs to use Bhopan Lore. It’s unlikely that any PC has 
  selected this skill directly, but PCs can roll these checks 
  using abilities like the bard feat Bardic Lore.
  Bloodsucking Mites
  The red clay earth of Bhopan houses plenty of shallow 
  pools, many of which contain swarms of practically 
  invisible, biting mites.
  Associated Skills: Craft (to improvise an insect 
  repellant; requires Alchemical Crafting skill feat and 
  alchemist’s tools), Bhopan Lore, Nature or Survival (to 
  avoid the pools), or Medicine (to treat the bites; requires 
  healer’s tools).
  Failure: The PCs muscle through the terrain but are 
  badly stung by thousands of tiny, voracious insects. Each 
  PC takes 1d6+5 piercing damage (2d6+9 in Subtier 5–6). 
  Additionally, each PC who failed their check to bypass 
  this obstacle must attempt a DC 18 Fortitude save (DC 
  20 in Subtier 5–6), with a –2 penalty if they critically 
  failed the check to bypass it. PCs who fail this save 
  become drained 1.
  
  6
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Obsidian Shards
  Thousands of tiny shards of obsidian are lodged in the 
  clay ground, covered by leaves and branches.
  Associated Skills: Acrobatics or Athletics (to make 
  use of trees, rocks, and vines to navigate past the 
  field), or Survival or Thievery (to carefully clear a path 
  through the field).
  Failure: The shards slice into the PCs’ feet. Each PCs 
  takes 1d6+5 slashing damage (2d6+9 in Subtier 5–6). 
  Additionally, each PC who failed their check to bypass 
  this obstacle must attempt a DC 18 Reflex save (DC 20 
  in Subtier 5–6), with a –2 penalty if they critically failed 
  the check to bypass it. PCs who fail this save become 
  clumsy 1 for the next 8 hours.
  Shrapnel Tree
  A patch of trees with multiple thorny protrusions in 
  the bark holds fist-sized pumpkin-like fruit, which fall 
  down and detonate.
  Associated Skills: Acrobatics (to dive into cover), 
  Bhopan Lore, Nature (to notice the presence of the 
  shrapnel tree and give it a wide berth).
  Failure: The fruit detonates, sending its high-velocity 
  seeds like shrapnel through the air. The PCs manage to 
  get past the detonating fruit, but not without cost—the 
  seeds are both extremely sharp and poisonous. Each 
  PC takes 1d6+5 piercing damage (2d6+9 in Tier 5–6). 
  Additionally, each PC who failed their check to bypass 
  this obstacle must attempt a DC 18 Fortitude save (DC 
  20 in Subtier 5–6), with a –2 penalty if they critically 
  failed the check to bypass it. PCs who fail this save take 
  2d6 poison damage and become take enfeebled 1 for 
  the next 8 hours.
  Rewards: If the PCs make it through the jungle while 
  bypassing at least two obstacles, they find the bones of 
  an unfortunate Bhopanese citizen who was caught in a 
  snare set by some of the jungle’s dangerous fey. Among 
  the remains is an adventurer’s pack, six lesser antidotes, 
  and one gp with the face of a man with long ears and 
  a magnificent wig. The man whose face appears on the 
  coin is none other than King Webhekiz, whom the PCs 
  will meet later in the scenario (page 11). In Subtier 5–6, 
  the satchel contains 30 gp. PCs who find this satchel 
  earn 1 Treasure Bundle.
  A. Fey Ambush 
  Severe
  It feels like ages since the journey began through the 
  oppressive heat and humidity of this place. Worse yet, for 
  a while now, whispers have carried along the wind—the 
  barely perceptible rustlings of leaves and creepers, too 
  often sounding almost like “intruders” or “leave.” Growls in 
  the distance, buzzing nearby, and the constantly darkening 
  gloom of the dense canopy over the moist, red earth make 
  this expedition seem more treacherous with every step. 
  Suddenly, the noise stops and the jungle falls silent, save for 
  the nearby babbling brook.
  Give the PCs enough time to place their characters 
  in the upper half of the map and speculate about 
  the sudden silence for a moment before beginning 
  combat. This encounter takes place in the same day as 
  the PCs encounter the jungle hazards, before 8 hours 
  have passed.
  Creatures: This encounter is divided into two waves, 
  each of which is a moderate encounter, without time 
  to rest in between. The second wave arrives at the 
  beginning of the third round. For simplicity, use the 
  same initiative for both phases of this encounter. In the 
  first phase, a guardian dryad and her snapping flytrap 
  allies attack the PCs. In the second phase, a group of 
  crocodile-headed bilokos strike.
  Terrain: The map has the following features. The 
  PCs’ opponents don’t use these features if left to their 
  own devices, but clever PCs can be able to use them to 
  gain a tactical advantage.
  Log: The logs that cross the ravine can be used as 
  bridges, though they are slippery and uneven. Crossing 
  the logs requires a successful DC 16 Acrobatics check to 
  Balance (DC 18 in Subtier 5–6).
  Ravine: The ravine is 40 feet deep and 20 feet wide 
  (60 feet deep in Subtier 5–6). A creature can Long 
  Jump across with a successful DC 20 Athletics check. 
  A creature that fail this check by 2 or less can attempt 
  to Grab an Edge to avoid falling. Creatures that fall 
  into the ravine take 10 bludgeoning damage as they 
  land in the deep river below (20 bludgeoning damage 
  in Subtier 5–6). The river flows slowly to the south (DC 
  15 Athletics to Swim) and the ravine’s walls are craggy, 
  with numerous small handholds and footholds (DC 20 
  Athletics to climb).
  Trees: A typical tree is 30 feet tall (DC 15 Athletics 
  to Climb). In Subtier 5–6, the trees lack lower branches, 
  increasing the DC to 20.
  Though this fight can be tough, it has a built-in safety 
  net. After 5 rounds pass, or if less than 2-1/2 hours 
  remain to complete the scenario, another group of fey 
  musters in the woods, and a contingent of Bhopanese 
  soldiers, the Bhopanese Greenwatch, intervenes. If the 
  PCs are losing the fight or a PC is in danger of dying—
  most likely because they gain the dying condition after 
  already spending their Hero Points—the Bhopanese 
  Greenwatch intervenes sooner. Continue to the 
  Bhopanese Greenwatch section on page 8.
  
  7
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  A. The Outer Forest
  A. The Outer Forest
  Pathfinder Flip-Mat: Forbidden Jungle
  Pathfinder Flip-Mat: Forbidden Jungle
  1 square = 5 feet
  1 square = 5 feet
  
  8
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Subtier 3–4 (Wave 1)
  DRYAD 
  CREATURE 3
  Page 22
  SNAPPING FLYTRAP 
  CREATURE 3
  Page 23
  Subtier 3–4 (Wave 2)
  BILOKO WARRIORS (4) 
  CREATURE 1
  Page 24
  Subtier 5–6 (Wave 1)
  DRYAD 
  CREATURE 3
  Page 28
  SNAPPING FLYTRAPS (3) 
  CREATURE 3
  Page 29
  Subtier 5–6 (Wave 2)
  BILOKO WARRIORS (2) 
  CREATURE 1
  Page 30
  BILOKO VETERANS (2) 
  CREATURE 4
  Page 30
  Rewards: The PCs earn 1 Treasure Bundles for this 
  encounter, so long as they defeat at least one of the fey 
  before the Greenwatch arrive. They earn 1 additional 
  Treasure Bundle if they defeat at least half of the fey 
  before the Greenwatch arrives.
  The Bhopanese 
  Greenwatch
  The din of battle is harshly interrupted by a booming, 
  gravelly voice. The voice speaks first in Mwangi, and 
  then in Common. Read or paraphrase the following.
  “By the authority vested in me by the sovereign, I hereby 
  extend the hospitality of the Bhopanese kingdom to 
  these strangers—I command thee to stand down!” With 
  chattering, muttering, and growls, the fey assailants meld 
  with the jungle’s green. A patrol of twelve individuals, most 
  of them with doglike faces, emerge from the foliage. Their 
  beautifully enameled armors seem to consist in equal parts 
  of living plant matter and metal, and the same holds true 
  for their weaponry. Their leader, an armadillo-faced woman, 
  performs a perfect curtsy and extends a hand in greeting, 
  “Hail and well met! My name is Thadie Yabi Yulunga, but you 
  can call me Thadie, if you prefer. I’m a commander of the 
  Bhopanese Greenwatch.”
  If the PCs defeated both waves in 5 rounds, the 
  commander adds the following.
  “You’ve shown yourself to be quite capable. Perhaps you 
  didn’t need our assistance to pass safely through these 
  jungles. Nonetheless, it is best not for our noble guests and 
  honored defenders to find themselves trapped in the grim 
  tragedy of unwelcome battle.”
  If any PCs need rescue from the ravine, Thadie drops 
  a rope and helps them back up. Regardless of the PCs’ 
  success, she asks the following.
  “Please be so kind as to excuse my being so straightforward, 
  but what might bring you to our realm?”
  The PCs can attempt skill checks to discern more 
  information about the situation before answering 
  Thadie’s question.
  Nature (Recall Knowledge)
  A PC who succeeds at a DC 20 Nature check 
  to Recall Knowledge might be able to deduce 
  additional information about the Bhopanese soldiers’ 
  fey-influenced appearances.
  Success: The Pathfinder Chronicles entry referencing the 
  Bhopanese as “dog-faced” is obviously only partially correct, 
  and in fact somewhat ignorant; if anything, they seem to 
  resemble various animals or fey, though a few do in fact 
  have canine features. The faces of the soldiers in this patrol 
  resemble the faces of pugwampi gremlins, a type of fey 
  associated with accidents, cruel tricks, and misfortune.
  Society (Recall Knowledge)
  A PC who succeeds at a DC 18 Society check to Recall 
  Knowledge (DC 20 in Subtier 5–6) might deduce 
  additional information from the demeanor of the 
  Bhopanese Greenwatch. Remember that this check 
  should be rolled in secret. Regardless of the check result, 
  if a PC responds in one of the ways outlined below, they 
  earn the appropriate response.
  Critical Success: The courtly demeanor warrants reciprocating 
  with a curtsy or bow. PCs who do so gain a +2 circumstance 
  bonus to Diplomacy checks to Make an Impression 
  on Thadie.
  Success: The behavior of the soldiers and the quality of 
  their equipment are signs of their belonging to a highly 
  sophisticated society. Behaving as befitting of a court 
  might be a smart move.
  
  9
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Eternal Bloom
  Failure: Shaking Thadie’s hand and patting her on the back 
  seems like a valid response.
  Critical Failure: Acting brusque as a show of strength is 
  required to restore the balance between the PCs and the 
  soldiers. Baring teeth is a good way to show strength. PCs 
  who do so offend Thadie and cannot attempt to Make an 
  Impression on her.
  Talking to Thadie
  Thadie is cordial but slightly reserved. If the PCs ask 
  Thadie about the body they found in the jungle or about 
  the fey attacks in general, she deflects the question unless 
  a PC succeeds at a DC 18 Diplomacy check to Make 
  an Impression on her (DC 20 in Subtier 5–6). If they 
  do, she mournfully states that the jungle is dangerous 
  for lone travelers, as some of the more malicious fey, 
  particularly bilokos, attack if they think 
  they can avoid getting caught by Bhopan’s 
  patrols. She tells the PCs that the jungles 
  have grown more dangerous over time; 
  in her grandmother’s day, the fey held 
  more respect for their compacts with 
  the ruler of Bhopan. Additionally, 
  she and the other guards believe that 
  the numbers of fey are growing, 
  particularly the vicious ones. Though 
  Thadie doesn’t know it, the gradual 
  increase in the fey threat represents 
  the growing influence of the Thorned 
  Monarch on Bhopan.
  If 
  the 
  PCs 
  mention 
  the 
  Pathfinder Society, particularly 
  if they admit to being members 
  of the organization, she briefly 
  tenses. Regardless of what the PCs 
  say, she asks them to accompany 
  her and her patrol to the safety 
  of Hoba Dukuza, stating that 
  her sovereign will want 
  to talk to the strangers 
  as soon as possible. She 
  formally asks the PCs 
  from refraining from 
  spellcasting or engaging 
  in acts that might be 
  considered hostile.
  Arrival 
  in Hoba 
  Dukuza
  The jungle path broadens to allow a clear view of the mouth 
  of a river delta formed by titanic trees, with a small harbor 
  situated among the massive roots. Rock and wood seamlessly 
  blend with massive bulbs and flowers that sprout from the 
  trees to form dwellings. Gigantic, cart-wide vines connect these 
  flower and bulb buildings to small houses on massive floating 
  leaves, perpetually held aloft by invisible winds, finally linking 
  them to the earthen floor, where dwellings of mulch and rock 
  jut from the red clay earth. In the distance, the center of this 
  wondrous city is clearly visible—beyond the tree-formed delta, 
  a pristine lake acts as the heart of the city of Hoba Dukuza, its 
  waters slowly but steadily feeding the harbor. An island in the 
  middle of the lake contains a majestic castle with four budding 
  towers surrounded by meticulously groomed gardens.
  
  10
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  The Thorned Monarch Qxal has spent centuries subtly 
  influencing the people of Bhopan, manipulating their 
  culture into including voluntary bloodshed into its social 
  customs, which allows the entity to increase their influence 
  over Bhopan. During this scenario, willingly spilling one’s 
  blood according to Bhopanese customs (combat does not 
  count, save in some circumstances like formal duels) helps 
  the PCs’ social standing, but whenever PCs voluntarily 
  engage in this practice, Qxal’s power over them grows. A 
  PC who spills their blood gains the Blood Offering boon 
  on their Chronicle sheet. This boon will become relevant in 
  Pathfinder Society Scenario #1–17: The Perennial Crown Part 
  2: The Thorned Monarch. No living person knows of this 
  devious manipulation, and nobody considers the drop of 
  blood on the ground to be sinister or uncommon. Don’t feel 
  the need to pressure the PCs into performing this action—
  allow them to do so only if they feel comfortable.
  MALIGNANT CULTURAL ENGINEERING 
  IN PRACTICE
  The access to these wondrous sights is a vine street 
  flanked by tree towers, the way ahead guarded by heavily 
  armored, individuals wearing crimson helmets and iron-
  shod boots and wielding massive scythes. Thadie greets 
  the grim sentinels by saying, “Winter brings peace,” and 
  pricks her thumb on a thorn of her armor, spilling a single 
  drop of blood on the floor, to which the red-helmeted 
  guards reply in unison, “And summer brings prosperity,” 
  before similarly wetting the ground with drops of their 
  blood and stepping aside to allow the party passage onto 
  the vine streets of Hoba Dukuza.
  Questioning Thadie
  If the PCs are intrigued by the strange greeting, Thadie 
  explains that Bhopanese see the seasons as part of the 
  same eternal cycle, and such formalized greetings help 
  reinforce that notion. She tells curious PCs that an 
  appropriate statement about a season as a greeting 
  warrants a response that uses the opposite season in a 
  similar manner. For example, a greeting emphasizing 
  spring is responded to by praising autumn.
  If questioned regarding the spilling of a drop of blood, 
  she responds that it’s a sign of utmost mutual respect 
  among her people, primarily used by military and 
  nobility. If at any time during this scenario, a PC would 
  like to spill a drop of their own blood as a sign of respect, 
  it requires an Interact action and deals no damage to 
  the PC. None of the Bhopanese pressure the PCs into 
  doing so.
  Crossing the Petal 
  Bridge
  The bridge to the castle’s island, made of meticulously 
  interwoven vines covered with blooming flowers, are 
  guarded by a whole regiment of Bhopanese soldiers. A 
  gold-plated, avocado-like plant carriage awaits, drawn by 
  four horse-sized cicadas that occasionally let out a burst 
  of sound before being hushed by the carriage’s driver. 
  Thadie opens the carriage’s door and states, “Winter 
  brings wisdom.”
  The inside of the carriage is luxurious, upholstered 
  in what looks like a green pelt. An aardvark-faced man 
  in courtly finery gestures to the seats. “Spring brings 
  new beginnings.”
  As soon as the PCs take their seats, they can feel that 
  the “pelt” growing from the carriage is actually a mass 
  of fungal tendrils that moves in soft waves over them. 
  As the carriage begins moving, the man, Lelzeshin, 
  introduces himself. He is genuinely excited about 
  the PCs’ arrival, and he hopes to establish a rapport 
  with them.
  “Don’t be alarmed by the carriage’s fur—it’s actually cleaning 
  you, removing the mud, blood, sweat—and, as you’ll notice, it 
  also provides some basic grooming and adds a fresh mango 
  scent to your attire. Handy, don’t you agree? Oh dear, I’m 
  forgetting my manners over all the excitement of your arrival! 
  It is just so very rare for us to have visitors from beyond the 
  island’s shores.”
  “My name is Lelzeshin. I am one of the stewards of 
  the Eternal Bloom and an advisor to His Majesty King 
  Webhekiz, Fourth of His Name, Chosen Sovereign of 
  Bhopan by the Grace of the Four Seasons.”
  Nature (Recall Knowledge)
  A PC who succeeds at a DC 18 Nature check to Recall 
  Knowledge might deduce additional information about 
  the strange vehicle.
  Critical Success: The cicadas and plant carriage are capable 
  of short-range flight, and the “fur” is probably akin to some 
  sort of fungal digestive mat that can clean the insides of 
  the carriage, not unlike the process clams use to make 
  pearls. It shows a highly sophisticated understanding of 
  the magical cultivation of organisms.
  Success: The carriage is a living plant creature, with finery 
  fused to the outside.
  Critical Failure: The carriage is far from alive. In fact, it is 
  undead creature covered in a veneer of common moss. 
  The fur is the remants of a recently slain beast, there to 
  keep the carriage well fed so it doesn’t eat its occupants.
  
  11
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Webhekiz
  An Audience with the 
  King
  The carriage comes to a halt on a massive dance floor after 
  navigating the gardens of the Eternal Bloom’s isle. Here, a 
  crowned man with long, batlike ears dressed in royal finery 
  oversees the preparation of a lavish festivity. He pulls out a 
  fan to cool himself, sending powder drifting from his wig.
  The bat-eared king asks the PCs who they are and 
  what has brought them to Bhopan. If the PCs use the 
  proper appellation that Lelzeshin used to refer to 
  King Webhekiz, each PC who also spills their blood to 
  complete the formal greeting gains a +2 circumstance 
  bonus to their skill checks when interacting with the 
  king. Remember to note down the Blood Offering 
  boon for each PC who spills their blood. If none of the 
  players remember the correct title, allow them to roll a 
  DC 20 Society check to Recall Knowledge. A PC that 
  succeeds at this check recalls the correct appellation of 
  “Your Majesty King Webhekiz, Fourth of His Name, 
  Chosen Sovereign of Bhopan by the Grace of the Four 
  Seasons.” A PC that critically fails this check correctly 
  remembers most of the title but misremembers one part 
  as “Fifth of His Name.” This is a horrible faux pas, and 
  if the PCs address the king as such, they take a 
  –2 circumstance penalty to their skill checks to 
  interact with the king.
  A PC can deflect the king’s inquiry into their 
  reasons for traveling here politely with a 
  DC 21 Deception check (DC 24 in Subtier 
  5–6). On a failure, the king reiterates 
  his request, and the PCs can try again. On a 
  critical failure, the king is offended. He scowls 
  for a moment before composing himself with a tight 
  smile, commenting that it was “unfair of us to expect 
  outsiders to understand.”
  If the PCs mention the Pathfinder Society or Selmius 
  Foster, read or paraphrase the following.
  The king’s strange mien darkens briefly. “We indeed 
  remember the Pathfinder Society and Selmius Foster. 
  Not only did Selmius and his henchman Adolphus kidnap 
  our Princess Ganjay, they also committed a crime 
  most heinous and unspeakable, for which Mr. Foster 
  summarily paid the highest price. That being said, we 
  are a just ruler, and neither we, nor the enlightened 
  kingdom of Bhopan, believe in holding people 
  accountable for the actions of those that came before. 
  We are cognizant of this news putting a strain 
  on our relations, but it is our ardent hope that 
  you trust in the justice of our actions.”
  The king doesn’t elaborate further. If the PCs didn’t roll 
  checks to Recall Knowledge at the scenario’s beginning, 
  have them roll them now. During the conversation, as long 
  as no PC critically failed a Deception check, each PC who 
  speaks to Webhekiz can attempt a DC 21 Diplomacy check 
  to Make an Impression (DC 24 in Subtier 5–6). Decrease 
  the DC of this check by 2 if the PCs succeeded at the check 
  to avoid the topic of Foster and the Pathfinder Society.
  
  12
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Once the PCs’ conversation with the king is winding 
  down, he extends an invitation to them.
  “Tomorrow evening, Bhopan will be celebrating the annual 
  Masquerade of Seasons, and you are hereby cordially invited 
  by the grace of the Bhopanese people to participate in our 
  most sacred custom. Steward Lelzeshin will be responsible 
  for you while you are our guests. Kindly refrain from leaving 
  his side when you are not in your chambers. We understand 
  that you wouldn’t want to be disarmed in such an unfamiliar 
  place, so consider this a courtesy and an extension of our 
  trust. Proper attire for the masquerade will be provided by 
  our light-weavers. You are hereby dismissed.”
  With a wave of the king’s bejeweled hand, Lelzeshin 
  escorts the PCs out of the king’s audience chamber to a 
  massive suite, with a central lounging area surrounded 
  by a small private bedroom and bathroom for each PC. 
  He is eager to learn more of the PCs. He suggests that 
  the PCs spend some time socializing in the garden before 
  they retire for the night. If they accept his invitation, he 
  escorts them to an impressive garden filled with Bhopan 
  socialites. Here, each PC can attempt one DC 18 
  Diplomacy check to Gather Information about Selmius 
  Foster before the garden empties (DC 20 in Subtier 
  5–6). The PCs can gain up to two pieces of information 
  from the What Bhopanese Say About Selmius Foster 
  section below. Most of the citizenry go to bed early 
  in preparation for the grand celebration to come the 
  following evening.
  Rewards: If at least one PC succeeded at a Diplomacy 
  check to Make an Impression on the king, the king has 
  servants deliver a collection of Bhopanese desserts to the 
  PCs’ rooms that night. The desserts include spicy frozen 
  treats and a cake covered in intricate sugar petals with 
  a pronounced taste of fine alcohol. The desserts are 
  decorated with silver accessories for the PCs to keep, 
  which collectively make up 1 Treasure Bundle.
  What People Say About Selmius Foster
  When the PCs succeed at a skill check to learn information 
  about Selmius Foster from the socialites in the garden, 
  they learn pieces of the story as it is told in Bhopan. 
  Factual inaccuracies are a result of both Princess Ganjay’s 
  deceptions and centuries-old propaganda to cover up the 
  departure of a popular princess from her homeland. The 
  Truth sections are provided for GM context.
  • Selmius Foster was part of some sort of strange 
  society called the Pathfinder Society from a 
  faraway island called Absalom. The group travels 
  all over the world in search of priceless national 
  treasures to steal. 
  Truth: Selmius Foster was a famous Pathfinder, 
  and the Pathfinder Society is based in Absalom. 
  The characterization of the Society as a group 
  of opportunistic plunderers is at odds with its 
  general guiding ethos as a group of explorers and 
  archeologists. While Pathfinders can certainly 
  find great treasures and gain plenty of wealth, 
  fame, and knowledge during their adventures, 
  the Society strongly discourages its agents from 
  engaging in actions that could discredit the 
  organization’s place on the international stage. 
  The Society wouldn’t endorse the theft of a 
  national treasure.
  • Selmius and his henchman Adolphus kidnapped 
  Princess Ganjay to force her to help them break 
  into the royal vault. Selmius was executed by 
  means of a very large and acidic pitcher plant. 
  Adolphus escaped consequences by playing upon 
  the princess’s sympathies to appear to be just 
  another victim of Selmius.
  Truth: Selmius, Adolphus, and Ganjay plotted 
  to enter the vault together. When they were caught, 
  Ganjay told the guards that Selmius kidnapped 
  her and had used enchantment magic to force the 
  innocent Adolphus to assist in his plots. Selmius 
  was then executed by pitcher plant.
  • Adolphus was a terrible man. He seduced Princess 
  Ganjay to earn her trust so he could use her to 
  access the vault, and then kidnapped her.
  Truth: Adolphus and Ganjay’s relationship 
  was based upon a combination of practicality 
  and mutual affection, and she left Bhopan with 
  Adolphus of her own accord.
  • Selmius Foster was able to enter the royal vault, 
  which only people of royal blood should be able 
  to enter. This must mean that Foster brought 
  powerful dark magic with him, perhaps from the 
  legendary enemy of their people: an evil fey called 
  the Thorned Monarch, who nearly wiped out all 
  of ancient Bhopan before the remaining survivors 
  retreated to their current island home.
  Truth: While Selmius was indeed influenced 
  to come to Bhopan by the Thorned Monarch, 
  he didn’t have help from the Monarch’s magic 
  to enter. In fact, the royal vault was specifically 
  designed to protect against the Thorned Monarch, 
  with wards that blocked all from Bhopan or with 
  connections to the Thorned Monarch other than 
  the royal family. Foster was able to open the 
  vault because, as an outsider, he lacked the strong 
  connections to the Monarch that most Bhopanese 
  people have.
  
  13
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Lelzeshin
  Speaking to Lelzeshin
  Once the PCs arrive in their suite and close the door, 
  Lelzeshin speaks. Read or paraphrase the following.
  Lelzeshin clears his throat. “Before we talk further, let me 
  fulfill my duty to explain what awaits you. Tomorrow night 
  is the annual Masquerade of Seasons. We will gather in the 
  grand plazas of the Eternal Bloom and be merry; this, one of 
  our most sacred customs, culminates in the opening of the 
  Eternal Bloom’s flowers to the sound of the Grand Dance, its 
  pollen ensuring prosperity and peace for all of Bhopan. Know 
  that His Majesty doesn’t expect you to perform well in the 
  dance, as it is in fact a somewhat complex affair for those 
  not familiar with the proper steps. That being said, if you do 
  rise to the occasion, you’ll be able to dance and glide among 
  the spires of Hoba Dukuza, and even right beneath the grand 
  anther if you’re particularly graceful!”
  It’s likely by this point that the PCs have given an 
  obvious sign of their connection to the Pathfinder Society, 
  either because they told the king, because one or more 
  of them has a symbol of membership in the Pathfinder 
  Society such as a wayfinder, or because they asked an 
  NPC in the garden a question about Selmius Foster. Even 
  if the PCs don’t reveal this information, Lelzeshin strongly 
  suspects that they are Pathfinders, because of a blood-
  based divination he conducted recently that revealed that 
  outsiders would “come and follow in Selmius’s footsteps”, 
  and he steers the conversation toward the Society. He 
  muses about Selmius Foster and mentioning that Selmius’s 
  main goal on Bhopan was to find something within the 
  royal vault and that these ambitions likely hold the secrets 
  to Selmius’s death. Lelzeshin at first won’t talk about the 
  details of the royal vault, but he’s hoping the PCs will try 
  to convince him to do so. If the PCs attempt to convince 
  him, have any such PC roll a Diplomacy check to Make a 
  Request. On any result but a natural 1, Lelzeshin continues 
  his explanation. On a natural 1, Lelzeshin is annoyed with 
  that PC, but another PC can try until they succeed. If they 
  succeed, Lelzeshin tells them the following.
  “The official story is that Princess Ganjay was kidnapped by 
  Pathfinders, who forced her to lead them to the royal vault—
  for it is during an attempted theft from it that Selmius Foster 
  was caught and summarily executed. The truth, as redacted 
  accounts of the time and other records of the princess’s 
  personality would suggest, was rather different. The princess 
  desperately wanted to liberate her people from the burden of 
  cultural stagnation. When the group was caught, Selmius was 
  accused both of kidnapping the princess and of breaking into 
  the royal vault. The queen at the time had no interest in letting 
  anyone know that the princess was an active participant in the 
  heist rather than a victim of cruel outsiders. The only proof, 
  or any clues about what Foster was hoping to find, would lie 
  in the vault, but that’s not something anyone has been able 
  to check. The vault, you see, requires at least four people to 
  open. Doing so is lethal to Bhopanese people who are not of 
  royal blood, but far less perilous for outsiders. The survival 
  of Selmius Foster and Adolphus attests to that, particularly 
  compared to the death that has come to every Bhopanese 
  
  14
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  person who has attempted to bypass the vault’s wards. I am a 
  student of our histories, and while I had heard many negative 
  things about Pathfinders in those official accounts, I’ve begun 
  to doubt them. Meeting people like you makes me suspect 
  these stories were told to further an isolationist stance and 
  keep us from learning of the outside world. If you need help 
  accessing the vault, I would be willing to help you. Indeed, it 
  might be the only way for us to learn the truth and uncover 
  our past. It might even reveal that Selmius was innocent of 
  his crimes.”
  If the PCs are interested in accessing the vault, 
  Lelzeshin explains that they can do so most easily by 
  acting carefully but deliberately during the masquerade 
  to proceed to the vault, using that distraction to slip 
  in. He agrees to help them if necessary (and he does 
  so if the PCs earn too much Awareness during the 
  masquerade). Lelzeshin is insistent that the PCs not use 
  violence against his fellow citizens, or they will lose 
  his assistance.
  Lelzeshin offers to answer any questions the PCs 
  might have. The following are some likely questions 
  and their answers.
  Who is Princess Ganjay? “Ah, Princess Ganjay, the 
  Opal of Bhopan—it is said she truly had the face of a 
  naiad and that her magics were most formidable indeed! 
  It is also said that she had some misgivings about the 
  role of Bhopan in the world, namely about our rather 
  isolationist stance. And she was willing to take bold 
  risks to bring Bhopan into a brighter future.”
  How did Selmius Foster die? “A grisly matter, really, 
  and not something to dwell on. I think a relatively 
  sizeable acidic pitcher plant was involved, as per the 
  custom for high crimes.”
  Isn’t there a better way to find out what Selmius 
  wanted on Bhopan than breaking into a vault? “I’m 
  afraid not. The royal family has done well to obscure 
  the truth of the past. It was only through my own 
  extensive research, with access to numerous sources 
  that are available only to the most trusted officials, that 
  I was able to learn as much as I have. If more records 
  of Foster’s intentions existed, I would’ve found them.”
  How can you be so sure we won’t get caught? “Unlike 
  Princess Ganjay and her Pathfinder allies, you won’t be 
  traveling through the labyrinthine tunnels beneath the 
  palace. Your route will take you right up to the vault’s 
  entrance, past every guard and the vast majority of the 
  vault’s defenses.”
  But Selmius, Adolphus, and Ganjay are three people, 
  not four? “Very astute observation. The fourth member 
  of that group was Princess Ganjay’s familiar, Yubdaghar. 
  As one who was of this isle but not of royal blood, he 
  sadly perished in the process.”
  It is important to note that none of the statements 
  Lelzeshin makes are lies—they reflect his beliefs and 
  convictions. Lelzeshin is a patriot of Bhopan who 
  pictures himself as a liberator—a destined hero of a 
  people too long held captive by traditions. The only 
  untruth of the situation is an omission—he makes 
  no mention of the fact that he plans to use the PCs 
  as scapegoats if necessary to shield himself from 
  accusations of treason, in parallel to the way Ganjay 
  used Pathfinders to escape consequences.
  If a PC critically fails a check during the masquerade, 
  the volatile magics have adverse effects upon them. For 
  each affected PC, roll a d6 and consult the table below 
  to determine the result. These consequences last until 
  the end of the scenario. They are the result of a curse 
  effect with an effective level of 9, with no saving throw. 
  Remember that during the dance, the PCs can spend 
  an Edge Point to turn a critical failure into a success; if 
  they do, they don’t experience a mishap.
  TABLE 1: DANCING MISHAPS
  d6
  Effect
  1
  Pig Trotter Feet: The PC’s feet turn into trotters. 
  This reduces the PC’s Speed by 5 feet.
  2
  Chicken Wing Arm: One of the PC’s arms turns 
  into a chicken wing. The PC can’t hold objects, use 
  Interact actions, or Raise a Shield with the hand.
  3
  Squirrel Tail: The PC grows a fluffy squirrel tail and 
  becomes like a squirrel, constantly fascinated by 
  different things. The PC takes a –2 penalty to Will 
  saves, Perception checks, and Perception DCs.
  4
  Mantis Shrimp Eyes: The sensory overload to the 
  PCs’ shrimp eyes requires the PC to succeed at a 
  DC 5 flat check whenever they use a concentrate 
  action, or the action is wasted.
  5
  Sloth Fur: The PC grows sloth fur. The PC is slowed 
  1 on the first round of combat.
  6
  Donkey Face: The PC sprouts a donkey face. The PC 
  adds the concentrate trait to all spells with verbal 
  components, sonic attacks, and actions that have 
  the auditory trait, due to a compulsion to bray.
  DANCING MISHAPS
  
  15
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  The PCs have two choices: either they decide to 
  use Lelzeshin’s plan, or they don’t. If they follow the 
  plan, Lelzeshin is a valuable asset and can help the 
  PCs navigate the masquerade and the vault’s defenses. 
  The cheerful steward secures the PCs’ entrance into 
  an exclusive restaurant, where they each have another 
  chance to attempt one DC 18 Diplomacy check to 
  Gather Information about Selmius Foster (DC 20 in 
  Subtier 5–6). Each PC who succeeds at the check hears 
  one of the pieces of information listed in What People 
  Say About Selmius Foster on page 12.
  If the PCs don’t go along with Lelzeshin’s plans, he is 
  clearly disappointed. While it’s very unlikely given what 
  Lelzeshin told them about the royal family covering up 
  Foster’s innocence, PCs who reject Lelzeshin’s plans might 
  decide to report him to the guards. If they do, Lelzeshin 
  easily avoids suspicion, passing off the PCs’ attempted 
  report as an odd type of humor when the guards call him 
  in later to ask about this strange report.
  The Masquerade of 
  Seasons
  The Masquerade of Seasons begins with several 
  games and activities, followed by the main event: the 
  Grand Dance.
  The PCs’ objective during the Grand Dance depends 
  upon their response to Lelzeshin. If they are planning to 
  enter the vault with him, their aim is to reach the highest 
  level of dance and slip away without drawing undue 
  attention. This goal is referred to as Infiltrate in the 
  Masquerade Rules section below. It uses the infiltration 
  rules from the Pathfinder Gamemastery Guide, but all of 
  the relevant rules are included in this scenario.
  If the PCs are not planning to enter the vault with 
  Lelzeshin, their reasons for participation could be more 
  varied, from graciously accepting the hospitality of the 
  king to building a rapport with attendees with the aim of 
  ultimately finding out more information about Selmius 
  Foster without Lelzeshin’s help. Ultimately, it would be 
  a grievous social blunder not to participate in the dance, 
  and the PCs can earn rewards based upon how well 
  they perform. These overarching goals are referred to as 
  Impress in Masquerade Rules below.
  Masquerade Rules
  At the beginning of the masquerade, the PCs can 
  participate in a variety of activities, which can grant 
  them advantages later in the celebration. Once the 
  Grand Dance itself begins, the attendees are drawn into 
  a spectacular ritual of movement and song. Though 
  the ritual’s magic compels the Bhopanese attendees to 
  continue dancing, the PCs can move about freely.
  The dance is divided into two phases. During each 
  phase of the dance, go around the table up to three times, 
  giving each player a turn to roll one check against an 
  obstacle of their choice. Successful checks earn Dance 
  Points. Once the PCs have earned the number Dance 
  Points in the obstacle’s entry, the group has completely 
  overcome that obstacle, and no more checks can be 
  attempted against it.
  Anytime a PC critically fails a check during the 
  masquerade, they experience a dancing mishap, as 
  described in the sidebar on page 14.
  Awareness Point (Infiltration Only): Awareness Points 
  track how out-of-place the PCs seem. The PCs gain 
  Awareness Points for failed checks.
  Complication: A complication is a challenge that 
  could only cause trouble for the PCs. This dance has only 
  one complication, which occurs at the beginning of the 
  dance’s second phase.
  Dance Point: The PCs can earn Dance Points by 
  succeeding at checks to defeat obstacles. Once the PCs 
  earn 3 Dance Points for an obstacle, they overcome the 
  obstacle entirely. Each of the Dance Point entries in the 
  Obstacles’ statistics says “(group)”. This just means that 
  the PCs are working together to overcome the obstacle.
  Edge Point: The PCs can earn Edge Points with their 
  successes in masquerade activities (page 16). Edge Points 
  turn blunders into successes, as the masquerade’s magic 
  bolsters the PCs. When a PC fails or critically fails a 
  check to overcome an obstacle or complication, they 
  can spend 1 Edge Point to succeed instead. Edge Points 
  belong to the PCs as a whole: any PC can use an Edge 
  Point, no matter who earned it.
  Obstacle: An obstacle is a challenge that the PCs face 
  during the dance that provides them with an opportunity 
  to excel. The DC of all checks to overcome obstacles is 
  18 (DC 20 in Subtier 5–6).
  Infiltrate
  During infiltration, the results of the PCs’ checks to 
  defeat obstacles are as follows.
  Critical Success The PCs gain 2 Dance Points.
  Success The PCs gain 1 Dance Point.
  Failure The PCs accrue 1 Awareness Point.
  Critical Failure The PCs accrue 2 Awareness Points.
  If the PCs defeat two obstacles (or three obstacles, for 
  a table of five or more players), they successfully end the 
  phase. They can also end the phase early if they draw too 
  much negative attention. If the PCs’ Awareness Point total 
  reaches 6 during phase 1, or 12 during phase 2, the phase 
  immediately ends. For tables of five or more players, 
  increase these thresholds to 9 and 18 Awareness Points, 
  
  16
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  respectively. In this case, Lelzeshin intervenes, creating a 
  distraction to draw attention away from the PCs. If the 
  PCs receive this intervention, they earn reduced rewards 
  at the end of the dance (page 18). Players cannot choose 
  to skip their turns; when a PC has a turn, they must roll a 
  check against one of the remaining obstacles.
  Impress
  When trying to impress the Bhopanese, the results of the 
  PCs’ checks to defeat obstacles are as follows.
  Critical Success The PCs gain 2 Dance Points.
  Success The PCs gain 1 Dance Point.
  Failure No effect.
  Critically Failure The PCs lose 1 Dance Point.
  The PCs can continue attempting checks against 
  obstacles until each PC has rolled three times or until the 
  group has successfully bypassed every obstacle. At that 
  point, the phase ends. A player can decide to have their 
  PC skip a turn, though doing so is rarely a good idea, as 
  a skipped turn has the same effect as a failed check. The 
  number of Dance Points the PCs earn determines their 
  rewards at the end of the dance (page 18).
  Masquerade Activities
  Before the Grand Dance begins, the PCs can engage 
  in a variety of activities as they explore the mazelike 
  parks and halls of the Eternal Bloom. Each PC can 
  participate in one of the following activities. A PC 
  who sheds their blood, either to participate in the 
  plant barbecue or caterpillar art activities or as a 
  result of failing the Reflex save to win the snapping 
  turtle lottery, gains the Blood Offering boon on their 
  Chronicle sheet. A PC who critically fails a check gains 
  an animalistic feature from the dance’s magic, per the 
  Dancing Mishaps sidebar on page 14. Unless otherwise 
  stated, the DC of all checks and saving throws is 18 
  (20 in Subtier 5–6).
  Plant Barbecue
  The PCs happen upon a table containing meats and 
  plants on kebab sticks next to some barrel-sized pitcher 
  plants. The plants open only if a drop of blood is spilled 
  on their lid. If a PC don’t wish to spill their own blood, 
  they can convince an attendee to shed blood on their 
  behalf with a Diplomacy or Society check. The kebabs 
  are dipped into the delicious-smelling acid in the plants, 
  which marinates them in seconds as a kind of ceviche. 
  A PC who cooks their barbecue to perfection with a 
  Crafting check, a DC 16 Cooking Lore check (DC 18 
  in Subtier 5–6), or a DC 20 Perception check (DC 22 in 
  Subtier 5–6) earns 1 Edge Point.
  Snapping Turtle Lottery
  A nasty-looking snapping turtle is inside a small, 
  circular pen. The pen sports several holes, through 
  which assembled individuals put their hands while 
  inhaling strange fumes that briefly cloud their vision. 
  At the sound of a bell, all participants attempt to pull 
  their hands out, with the turtle biting the hand of the 
  slowest person, dealing 1d6+4 piercing damage (2d6+8 
  in Subtier 5–6). A PC who succeeds at a Reflex save 
  wins their round of the snapping turtle lottery, earning 
  1 Edge Point.
  Caterpillar Art
  Multihued, tame caterpillars await next to a fenced-
  off area that flashes with sparks and swirls of fire. The 
  PCs can participate in the caterpillar art by feeding the 
  caterpillars with their blood. If a PC don’t wish to spill 
  their own blood, they can convince a Bhopanese person 
  to shed blood on their behalf with a Diplomacy or Society 
  check. The celebrant then walks into the cordoned-off 
  area and tickles the caterpillars, which, depending on 
  the tickling movements and the blood type and ancestry 
  of the blood donor, emit multicolored sparks and gouts 
  of flame from their mandibles, somewhat reminiscent of 
  fireworks. A PC who succeeds at a Crafting or Thievery 
  check nimbly produces beautiful patterns in the air, 
  earning 1 Edge Point.
  Phase 1: A Rousing Waltz
  With the whistling of ghostly white buds resounding in the 
  air like an ephemeral glockenspiel, the Bhopanese gather in 
  the grand plaza of the dance, under the aegis of the bloom 
  of the gigantic orchid castle. A bat-faced man, clad in the 
  finery of a majordomo that would make the Taldan courts 
  blush with envy, claps his hands firmly four times, and fey 
  musicians appear, ranging from satyrs with their pipes to 
  dryads playing various string instruments made of their 
  own hair, all accompanying the song of sirens congregating 
  in the lake. All fey are dressed in elaborate courtly attire, 
  and the massive stigma of the orchid-castle opens to the 
  sound of the primordial symphony, sending clouds of 
  shimmering pollen in grand, visible arcs of pure magic 
  through the cheering celebrants. With the first notes, 
  the music’s magic begins sweeping away the assembled, 
  masked dancers at a tempestuous velocity, transforming 
  the entire dance floor into a swirl of garments and giggling 
  laughter, as the dance’s magic slowly begins raising every 
  dancer into the air. The magical swirls of pollen quickly 
  create different levels of the dance, as the Bhopanese 
  dancers waltz through the air at heights ranging from safe 
  to staggering.
  
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  The Perennial Crown Part 1: Opal of Bhopan
  CONVERSE (IMPRESS ONLY) 
  OBSTACLE
  Dance Points 3 (group); Overcome Bhopan Lore, Deception, 
  or Diplomacy
  As entrancing as the dance is, it’s no simple matter to strike up 
  a conversation with a dancer beyond pleasantries. A PC who 
  succeeds against this obstacle can also ask a Bhopanese 
  person a question. If they ask about Selmius, a dancer relays 
  a piece of information about the famous Pathfinder from the 
  What People Say About Selmius Foster section on page 12.
  DARING LEAP 
  OBSTACLE
  Dance Points 3 (group); Overcome Athletics or Performance
  As the floor moves with the music, it creates a series of 
  treacherous gaps. Musically inclined PCs can plan their 
  jump for a moment when the platforms are close together, 
  and those with athletic prowess can simply clear the gap.
  MOVING PLATFORMS 
  OBSTACLE
  Dance Points 3 (group); Overcome Perception or Survival
  While the platforms are generally rising, they sometimes 
  dip lower. Their speed and patterns seem random at first 
  glance, but close examination reveals the method behind 
  their movement and allows a dancer to keep their bearings.
  PERPLEXING MAGIC 
  OBSTACLE
  Dance Points 3 (group); Overcome Arcana or Nature
  The ritual blends elements of primal and arcane magic. Closely 
  examining the ritual reveals ways to benefit from its magic 
  to follow along with the dance without experiencing any 
  compulsion to continue dancing until the ritual ends.
  RELENTLESS BEAT 
  OBSTACLE
  Dance Points 3 (group); Overcome Acrobatics or Performance
  When the music speeds up, only those who keep up with the 
  flow of the dance can move with the crowds.
  WATCHFUL GUARDS (INFILTRATE ONLY) 
  OBSTACLE
  Dance Points 3 (group); Overcome Deception or Stealth
  A few guards have carefully avoided the dance floor so they can 
  keep a watchful eye over the festivities. Charting a course 
  past them requires sneaking past or creating a distraction.
  Phase 2: Ascent to the Sky
  Once the PCs have managed to complete the first dance 
  sequence, read or paraphrase the following.
  The potent magic of the dance transforms everything into a 
  whirl of color, a cascade of garments and phosphorescent 
  bursts of pollen, of masked revelers sweeping through the air on 
  currents of flashing energy and laughter. The floor is far below, 
  obscured by decadent dresses and swirling colors. The music 
  changes, announcing the beginning of a new dance sequence.
  Phase 2 begins with a complication, as each PC is 
  placed in a situation where they must observe Bhopan’s 
  complex etiquette. After resolving this complication, 
  phase 2 continues in the same manner as phase 1, with 
  the obstacles presented below.
  COMPLEX ETIQUETTE 
  COMPLICATION
  Trigger Phase 2 begins
  Overcome Each PC must attempt a DC 13 Bhopan Lore or DC 
  16Society check (DC 15 Bhopan Lore or DC 18 Society check 
  in Subtier 5–6), with the following effects.
  Success The PC correctly follows Bhopan’s traditions, avoiding 
  any consequences.
  Failure The PC makes a minor error. If the PCs are trying to 
  infiltrate, the PCs gain 1 Awareness Point. If they are trying 
  to impress the Bhopanese, the PCs lose 1 Dance Point.
  Critical Failure The PC makes a faux pas. If the PCs are trying to 
  infiltrate, the PCs gain 2 Awareness Points. If they are trying 
  to Impress the Bhopanese, the PCs lose 2 Dance Points.
  CONVERSE (IMPRESS ONLY) 
  OBSTACLE
  Dance Points 3 (group); Overcome Bhopan Lore, Deception, 
  or Diplomacy
  As entranced as the Bhopanese dancers are, it’s no simple 
  matter to strike up a conversation with a dancer that 
  goes beyond pleasantries. A PC who succeeds against this 
  obstacle can also ask a Bhopanese person a question. If 
  they ask about Selmius Foster, a dancer relays a piece of 
  information about the famous Pathfinder from the What 
  People Say About Selmius Foster section on page 12.
  INJURED DANCERS 
  OBSTACLE
  Dance Points 3 (group); Overcome Athletics or Medicine
  A slight error in the ritual has dangerous consequences, as 
  the movements of a group of dancers slip out of sync with 
  the movement of the floor. Nearby dancers are too caught 
  up in the dance’s magic to assist, so they attempt to move 
  around the injured people, causing the floor to become 
  chaotic and crowded. Each of the injured people gains an 
  animalistic feature, as per the Dancing Mishaps sidebar.
  PERPLEXING MAGIC 
  OBSTACLE
  Dance Points 3 (group); Overcome Arcana or Nature
  The ritual blends elements of primal and arcane magic. Closely 
  examining the ritual reveals ways to benefit from its magic 
  to follow along with the dance without experiencing any 
  compulsion to continue dancing until the ritual ends.
  RELENTLESS BEAT 
  OBSTACLE
  Dance Points 3 (group); Overcome Acrobatics or Performance
  When the music speeds up, only those who keep up with the 
  flow of the dance can move with the crowds.
  
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  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  SPINNING FLOURISH 
  OBSTACLE
  Dance Points 3 (group); Overcome Bhopan Lore, Performance, 
  or Society
  Dancers are gathered in a line that snakes around the 
  platforms. As they reach the center of the room, each 
  performs a whirling spin.
  WATCHFUL GUARDS (INFILTRATE ONLY) 
  OBSTACLE
  Dance Points 3 (group); Overcome Deception or Stealth
  A few guards have carefully avoided the dance floor so that 
  they can keep a watchful eye over the festivities. Charting 
  a course past them requires sneaking past their notice or 
  creating a distraction.
  Rewards: The rewards the PCs earn from the dance 
  are based upon their objective during the dance. PCs who 
  are infiltrating the vault receive a reward from Lelzeshin 
  immediately prior to entering the vault. The PCs receive 
  no reward if he helped them during both phases. If he 
  helped them during one of the phases, they receive six 
  lesser juggernaut mutagens and six lesser quicksilver 
  mutagens (moderate juggernaut and quicksilver mutagens 
  in Subtier 5–6); the PCs earn 2 Treasure Bundles. If the 
  PCs didn’t need his assistance, he also gives them a 
  sneaky key (three sneaky keys in Subtier 5–6), and the 
  PCs earn 3 Treasure Bundles.
  PCs who are impressing the attendees instead receive 
  a gift from King Webhekiz, who delights in their active 
  participation in the event. If the PCs earned a number of 
  Dance Points at least twice the number of PCs, he gives 
  the PCs an alabaster mask decorated with elaborate 
  inlays with seasonal motifs. The mask is worth 35 gp. 
  In Subtier 5–6, this mask is instead a persona mask 
  with the same decorations. If the PCs earned at least a 
  number of Dance Points equal to four times the number 
  of PCs, he gives the PCs a persona mask. In Subtier 
  5–6, he also gives the PCs a pair of healer’s gloves. As 
  typical for healer’s gloves, these white gloves never show 
  signs of blood, making them favored accessories among 
  Bhopanese high society.
  Development: Infiltrating PCs progress enter the 
  vault immediately after the dance; proceed to area B. 
  PCs with other objectives have a few minutes to mingle 
  about the area and socialize. Each PC can attempt one 
  DC 18 Diplomacy or Society check (DC 20 in Subtier 
  5–6) to ask a Bhopanese person about Selmius Foster 
  at this time before the crowd disperses and the giddy 
  but exhausted celebrants retire to their rooms (see 
  What People Say About Selmius Foster on page 12 for 
  information about what the people say). Soon after, four 
  shrill alarms echoes throughout the palace, one after 
  another. Guards race to find the PCs and escort them to 
  King Webhekiz. The king gravely explains the situation. 
  Each of those alarms represented someone’s lifeblood 
  being shed, and the place where the deaths happened is 
  the royal vault. Attempting to enter the vault without 
  the permission of the king is a high crime, and it is 
  known to be lethal to all but members of the royal 
  family and outsiders to Bhopan. He’s already accounted 
  for his relatives, and now that he’s determined the PCs 
  are not responsible—he’s baffled as to what is going 
  on. He orders the guards to escort the PCs to the royal 
  vaults, waiting just outside. He then instructs the PCs 
  to enter the vaults, figure out what is going on within, 
  and capture anyone they find. Now that the dance is 
  over, the path Lelzeshin took into the vault closed. 
  While the route to the vault through tunnels underneath 
  the palace would normally be too deadly to traverse, 
  King Webhekiz deactivates all of the palace’s magical 
  defenses along the route to the vault. With the guards’ 
  guidance, reaching the vault takes 10 minutes.
  B. The Crown’s Vault Low
  The organic structure of the Eternal Bloom descends into a 
  constructed stone chamber, lit diffusely from magical light 
  set in the ceiling fifteen feet above. The chamber has four 
  massive alcoves, as well as a ceremonial staircase in the east 
  that ends in an imposing black metal door.
  The floor of each of the alcoves is a mosaic that wraps 
  around an L-shaped stone wall segment. The outer walls 
  of each alcove are shrouded in fog. For a more detailed 
  description of this room, refer to Appendixes 1 and 2; the 
  appearance of the alcoves is a clue that can assist the PCs 
  during the encounter.
  This room’s map uses Pathfinder Flip-Tiles: Dungeon 
  Starter Set and Pathfinder Flip-Tiles: Dungeon Vaults 
  Expansion Set. For a key to the positions and orientation 
  of each tile, refer to page 38.
  Hazard: The alcoves contain a deadly trap tied to the 
  four seasons.
  Rewards: For opening the way to the vault 
  without requiring help from an NPC, the PCs earn 1 
  Treasure Bundle.
  Development: Once the PCs turn the four keys, the 
  vault door swings open, revealing a heavy portcullis, 
  which retreats into the ceiling to reveal yet more doors. 
  All in all, seven massive vault doors in row open in the 
  span of seconds. The PCs can now descend the stairs 
  into the vault’s heart, though they can remain here to 
  treat their injuries. If present, Lelzeshin doesn’t linger. He 
  instead descends into the vault ahead to await for the 
  PCs to follow.
  
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  The Perennial Crown Part 1: Opal of Bhopan
  B. The Crown’s Vault
  B. The Crown’s Vault
  Pathfinder Flip-Tiles: Dungeon Starter Set & Dungeon Vaults Expansion Set
  Pathfinder Flip-Tiles: Dungeon Starter Set & Dungeon Vaults Expansion Set
  1 square = 5 feet
  1 square = 5 feet
  
  20
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  C. The Vault’s Heart 
  Severe
  Beyond the seven vault doors, a breathtaking sight awaits—a 
  sheer endless array of riches and gold, all surrounding a 
  pedestal, atop which a wooden circlet rests. The circlet 
  sprouts flowers and leaves that flourish, wither, and die in an 
  endless cycle.
  The impression of endless treasure is an illusion. While the 
  vault contains impressive riches, a closer look reveals that 
  the vault walls are magically mirrored, creating an array of 
  refractions that extend toward endlessly reflected infinities 
  in all directions. The crown is the Perennial Crown. 
  This room’s map uses Pathfinder Flip-Tiles: Dungeon 
  Starter Set and Pathfinder Flip-Tiles: Dungeon Vaults 
  Expansion Set. For a key to the positions and orientation 
  of each tile, refer to page 39.
  If Lelzeshin accompanies the PCs to the vault, read or 
  paraphrase the following.
  Lelzeshin speaks with a hint of sadness, “Believe me, I am very 
  sorry. I wish there was another way. But I need to lead my 
  people into a new age. You see, I will thwart you thieves and 
  coincidentally discover the truth of the vault. I will usher in a 
  new age for Bhopan. Rest assured, your sacrifice will not be 
  in vain.”
  If the PCs came here at the request of King Webhekiz, 
  read or paraphrase the following.
  Lelzeshin growls, “The blood of my fellow Bhopanese is on 
  your hands, outsiders. Your refusal forced my hand—forced 
  my fellow citizens to give their lives for Bhopan’s future—but 
  at least your corpses will make for convenient scapegoats. 
  Once the dust settles, which story will the king believe—the 
  one where the Pathfinders who just arrived in Bhopan were 
  once again responsible for treason, or the one where his 
  trusted steward caught on to the Pathfinder’s wily schemes 
  and put his own life at risk to stop their treachery? You’ll be 
  the villains in the legend of my heroism—of Bhopan’s rebirth!”
  Any attempts the PCs make to analyze the crown’s 
  magic automatically fail; it’s an intelligent artifact 
  and learning of its abilities is beyond the capacities of 
  characters of their level. The crown doesn’t react to the 
  PCs’ presence in any way during this scenario.
  Creatures: Lelzeshin attacks the PCs here, along with 
  one or more duplicates of himself that emerge from the 
  walls. He plans to take the crown out of the vault after 
  defeating the PCs, all the while claiming that he barely 
  managed to seize it from the treacherous Pathfinders. By 
  bringing the crown out of the vault after the battle, he 
  expects that he can use it to convince the king that the 
  C. The Vault’s Heart
  C. The Vault’s Heart
  Pathfinder Flip-Tiles: Dungeon Starter Set & Dungeon Vaults Expansion Set
  Pathfinder Flip-Tiles: Dungeon Starter Set & Dungeon Vaults Expansion Set
  1 square = 5 feet
  1 square = 5 feet
  
  21
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  treasures in the vault should be used for Bhopan’s glory 
  and that there’s no harm in taking them out of their old 
  protections. Unfortunately, Lelzeshin’s belief that taking 
  the crown out of the vault is a safe course of action is 
  entirely false, and his determination toward breaking 
  into the vault has been subtly stoked by the Thorned 
  Monarch—facts that will become clear to the PCs in this 
  scenario’s sequel. 
  Subtier 3–4 
  LELZESHIN 
  CREATURE 5
  Page 27
  MIRRORED LELZESHIN 
  CREATURE 2
  Page 27
  Subtier 5–6
  LELZESHIN 
  CREATURE 7
  Page 33
  MIRRORED LELZESHIN 
  CREATURE 4
  Page 33
  Rewards: Defeating Lelzeshin earns the PCs 2 
  Treasure Bundles.
  Conclusion
  As Lelzeshin falls, quakes start to wrack the vault. They 
  shatter the mirrored walls, opening to tunnels beyond. 
  The ceiling collapses, blocking off the doors that the PCs 
  traveled through to enter the vault. At the same time, any 
  dance mishaps the PCs are experiencing immediately end 
  (from the sidebar on page 14). The adventure continues 
  in Pathfinder Society Scenario #1–17: The Perennial 
  Crown Part 2: The Thorned Monarch.
  Reporting Notes
  If the PCs allied with Lelzeshin, check box A. If the 
  PCs didn’t ally with Lelzeshin, check box B. If the PCs 
  attempted to turn Lelzeshin in to the authorities, check 
  box C. If half or more or the PCs earned the Blood 
  Offering boon, check box D.
  Primary Objective
  The PCs fulfill their primary objective if they defeat 
  Lelzeshin. Doing so earns each PC 2 Fame and 2 
  Reputation for any faction associated with their currently 
  slotted faction boon.
  Secondary Objectives
  The PCs fulfill their primary objective if they achieve any 
  three of the following six objectives.
  • Successfully bypass at least two of the obstacles in 
  the jungle.
  • Defeat both waves of fey in area A before the 
  Bhopanese Greenwatch arrives.
  • Successfully Make an Impression on the king 
  of Bhopan.
  • When infiltrating during the dance, accrue fewer 
  than 9 Awareness Points (or 14 Awareness Points 
  for tables of five or more PCs).
  • When using the dance to impress the Bhopanese, 
  earn an amount of Dance Points three times the 
  number of PCs or higher.
  • Make it through the masquerade with fewer than 
  half of the PCs experiencing a dance mishap.
  Doing so earns each PC 2 Fame and 2 Reputation 
  for any faction associated with their currently slotted 
  faction boon.
  
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  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Apply the elite adjustment 
  to the dryad.
  12–13 Challenge Points: Add one snapping flytrap to 
  the encounter.
  14–15 Challenge Points: Apply the elite adjustment 
  to the dryad, and add one snapping flytrap to the 
  encounter.
  16–18 Challenge Points (5+ PCs): Add two snapping 
  flytraps to the encounter.
  SCALING ENCOUNTER A, WAVE 1
  Appendix 1: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variation described in the text. 
  Some encounters require adding creatures or making 
  other adjustments to scale for different party sizes. The 
  appendixes for these encounters have the alternative 
  creatures marked “(0)” to indicate that they shouldn’t be 
  added to the encounter unless summoned or otherwise 
  specified. These additional creatures are not listed with 
  the abbreviated stat blocks in each encounter in the main 
  body of the scenario, as the base encounters are designed 
  for four players. Follow the instructions in the Scaling 
  Encounter sidebars to adjust the encounter appropriately. 
  If your group has between 16 and 18 Challenge Points and 
  has four PCs, use Appendix 2 for your encounters instead.
  Encounter A, Wave 1 (Subtier 3–4)
  A dryad and her snapping flytrap ally are the first to 
  respond to the PCs’ arrival. The dryad begins combat 
  by loudly denouncing the PCs as intruders upon sacred 
  ground, for which the only fitting punishment is death. 
  She has no interest in conversing with the PCs and doesn’t 
  share her name with them. She casts spells to impede the 
  PCs’ movement to make it easier for her slow-moving 
  companion to attack. The flytrap fights to the death. If 
  reduced to 15 Hit Points or fewer, the dryad uses Tree 
  Meld to hide inside of a tree, at which point she doesn’t 
  bother the PCs further. Expelling her from the tree with 
  significant physical damage requires the PCs to deal a 
  total of 40 damage to the tree. The tree has an AC of 10 
  and Hardness 5.
  DRYAD 
  CREATURE 3
  CN
  MEDIUM
  FEY
  NYMPH
  PLANT
  Perception +10; low-light vision
  Languages Common, Elven, Sylvan; speak with plants
  Skills Acrobatics +9, Athletics +5, Crafting +7 (+9 
  woodworking), Diplomacy +9, Nature +13, Stealth +9, 
  Survival +12
  Str +0, Dex +4, Con +1, Int +2, Wis +3, Cha +4
  Nature Empathy The dryad can use Diplomacy to Make an 
  Impression on and make very simple Requests of animals 
  and plants.
  AC 19; Fort +6, Ref +11, Will +10
  HP 55; Weaknesses cold iron 5, fire 5
  Tree Dependent A dryad is mystically bonded to a single great 
  tree and must remain within 300 feet of it. If she moves 
  beyond that range, she becomes sickened 1 and is unable 
  to recover. She must attempt a DC 18 Fortitude save every 
  hour or increase the sickened value by 1 (to a maximum 
  of sickened 4). After 24 hours, she becomes drained 1, 
  with this value increasing by 1 every additional 24 hours. 
  A dryad can perform a 24-hour ritual to bond herself to a 
  new tree.
  Speed 25 feet
  Melee � branch +12 (finesse, magical), Damage 1d12+2 
  bludgeoning
  Primal Innate Spells DC 21, attack +11; 5th tree stride (×2); 4th 
  charm (×3), suggestion; 3rd sleep; 2nd entangle (at will), 
  tree shape (at will); Cantrips (2nd) tanglefoot; Constant 
  (4th) speak with plants
  Tree Meld � (primal, transmutation) The dryad touches a 
  tree of enough volume to contain her and merges into it for 
  as long as she wishes. She can Cast a Spell while inside as 
  long as the spell doesn’t require a line of effect outside the 
  tree. She can hear, but not see, what’s going on outside the 
  tree. She can Dismiss this effect.
  Significant physical damage dealt to the tree expels the 
  dryad from the tree and deals 3d6 damage to her. Passwall 
  expels the dryad without dealing damage.
  If a dryad uses this ability on her bonded tree, she 
  instead enters an extradimensional living space within the 
  tree; Tree Meld gains the extradimensional trait. A dryad 
  can bring up to two other creatures with her when entering 
  her home within her bonded tree. The dryad can still be 
  expelled from this space as above.
  
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  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  SNAPPING FLYTRAP 
  CREATURE 3
  N
  LARGE
  MINDLESS
  PLANT
  Perception +7; tremorsense (imprecise) 30 feet
  Skills Athletics +11, Stealth +10 (+13 in undergrowth)
  Str +2, Dex +3, Con +5, Int –5, Wis +2, Cha –2
  AC 18; Fort +12, Ref +8, Will +7
  HP 50; Immunities mental; Weaknesses fire 5; Resistances 
  acid 5
  Quick Capture � Trigger A creature hits or touches the flytrap. 
  Effect The flytrap makes a leaf Strike against the triggering 
  creature. If it hits, the creature is grabbed in that leaf.
  Speed 15 feet
  Melee � leaf +11 (reach 10 feet), Damage 1d8+2 piercing plus 
  1d6 acid and Improved Grab
  Focused Assault � The flytrap attacks a single target with 
  both its leaves. The flytrap makes one leaf Strike. On a 
  success, the flytrap deals the damage from one leaf Strike 
  plus an additional 1d8 damage for every leaf beyond the 
  first. On a failure, the flytrap deals the damage from one 
  leaf Strike, but it can’t use Improved Grab. It deals no 
  damage on a critical failure. This counts toward the flytrap’s 
  multiple attack penalty as a number of attacks equal to the 
  number of leaves the flytrap has.
  Hungry Flurry � The flytrap makes two leaf Strikes at a 
  –2 penalty, each against a different target. These attacks 
  count toward the flytrap’s multiple attack penalty, but the 
  multiple attack penalty doesn’t increase until after it makes 
  all its attacks.
  Swallow Whole � (attack) Medium, 1d8+1 bludgeoning plus 
  1d6 acid, Rupture 5
  ELITE DRYAD (0) 
  CREATURE 4
  CN
  MEDIUM
  FEY
  NYMPH
  PLANT
  Perception +12; low-light vision
  Languages Common, Elven, Sylvan; speak with plants
  Skills Acrobatics +11, Athletics +7, Crafting +9 (+9 
  woodworking), Diplomacy +11, Nature +15, Stealth +11, 
  Survival +14
  Str +0, Dex +4, Con +1, Int +2, Wis +3, Cha +4
  Nature Empathy The dryad can use Diplomacy to Make an 
  Impression on and make very simple Requests of animals 
  and plants.
  AC 21; Fort +8, Ref +13, Will +12
  HP 70; Weaknesses cold iron 5, fire 5
  Tree Dependent A dryad is mystically bonded to a single great 
  tree and must remain within 300 feet of it. If she moves 
  beyond that range, she becomes sickened 1 and is unable 
  to recover. She must attempt a DC 18 Fortitude save every 
  hour or increase the sickened value by 1 (to a maximum 
  of sickened 4). After 24 hours, she becomes drained 1, 
  with this value increasing by 1 every additional 24 hours. 
  A dryad can perform a 24-hour ritual to bond herself to a 
  new tree.
  Speed 25 feet
  Melee � branch +14 (finesse, magical), Damage 1d12+4 
  bludgeoning
  Primal Innate Spells DC 23, attack +13; 5th tree stride (×2); 
  4th charm (×3), suggestion; 3rd sleep; 2nd entangle (at will), 
  tree shape (at will); Cantrips (2nd) tanglefoot; Constant 
  (4th) speak with plants
  Tree Meld � (primal, transmutation) The dryad touches a tree 
  of enough volume to contain her and merges into it for as 
  long as she wishes. She can Cast a Spell while inside as long 
  as the spell doesn’t require a line of effect outside the tree. 
  She can hear, but not see, what’s going on outside the tree. 
  She can Dismiss this effect.
  Significant physical damage dealt to the tree expels the 
  dryad from the tree and deals 3d6 damage to her. Passwall 
  expels the dryad without dealing damage.
  If a dryad uses this ability on her bonded tree, she 
  instead enters an extradimensional living space within the 
  tree; Tree Meld gains the extradimensional trait. A dryad 
  can bring up to two other creatures with her when entering 
  her home within her bonded tree. The dryad can still be 
  expelled from this space as above.
  
  24
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one biloko warrior to 
  the encounter.
  12–13 Challenge Points: Add two biloko warriors to 
  the encounter.
  14–15 Challenge Points: Replace one of the biloko 
  warriors with a biloko veteran.
  16–18 Challenge Points (5+ PCs): Add one biloko 
  veteran to the encounter.
  SCALING ENCOUNTER A, WAVE 2
  Encounter A, Wave 2 (Subtier 3–4)
  Drawn by the sounds of combat, a group of malicious 
  bilokos rushes in from the southwest corner of the map. 
  They prefer to attack in melee with their jaws, but they 
  throw their spears if they have trouble reaching the 
  PCs. If present, a biloko veteran uses its shortbow when 
  forced to attack at range. A PC who succeeds at a DC 
  16 Recall Knowledge check to identify them learns that 
  bilokos feed on the flesh of humanoids, most often by 
  unhinging their vast, crocodile-like jaws and devouring 
  the humanoids whole, much as a snake would eat its 
  prey. A PC who critically succeeds at this check also 
  knows that almost all sightings of this fey that the 
  Pathfinder Society is aware of have been in the jungles 
  of the Mwangi Expanse. The statistics for bilokos come 
  from Pathfinder Adventure Path #146: Cult of Cinders.
  BILOKO WARRIORS (4) 
  CREATURE 1
  NE
  SMALL
  FEY
  Pathfinder Adventure Path #146: Cult of Cinders 82
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Languages Mwangi, Sylvan
  Skills Athletics +7, Crafting +7, Nature +5, Stealth +6, Survival 
  +6
  Str +3, Dex +2, Con –1, Int +0, Wis +2, Cha +1
  Items spear (4), wooden shield (Hardness 3, 12 HP, BT 6)
  AC 16 (18 with shield raised); Fort +4, Ref +7, Will +7
  HP 19
  Shield Block �
  Speed 20 feet
  Melee � jaws +8, Damage 1d8+3 piercing
  Melee � spear +8, Damage 1d6+3 piercing
  Ranged � spear +7 (thrown 20 feet), Damage 1d6+3 piercing
  Primal Innate Spells DC 17; 1st charm
  Inspired Feast (emotion, mental) If a biloko feasts on a human 
  corpse for 1 minute or more, they gain a +1 status bonus 
  to attack rolls and a +2 status bonus to damage rolls for 
  1 hour.
  BILOKO VETERAN (0) 
  CREATURE 4
  NE
  SMALL
  FEY
  Pathfinder Adventure Path #146: Cult of Cinders 82
  Perception +11; low-light vision, scent (imprecise) 30 feet
  Languages Mwangi, Sylvan
  Skills Athletics +10, Crafting +10, Intimidation +12, Nature +9, 
  Stealth +13, Survival +11
  Str +4, Dex +4, Con +0, Int +0, Wis +3, Cha +2
  Items longspear, shortbow (20 arrows)
  AC 21; Fort +8, Ref +13, Will +11
  HP 58 each
  Attack of Opportunity �
  Speed 20 feet
  Melee � jaws +14, Damage 2d8+5 piercing
  Melee � longspear +14 (reach 10 feet), Damage 1d8+5 
  piercing
  Ranged � shortbow +14 (deadly d10, range increment 60 
  feet, reload 0), Damage 1d6+3 piercing
  Primal Innate Spells DC 21; 1st charm
  Inspired Feast (emotion, mental) As biloko warrior.
  Swipe � The veteran makes a melee Strike and compares 
  the attack roll result to the AC of up to two foes, each of 
  whom must be within their melee reach and adjacent to 
  each other. Roll damage only once and apply it to each 
  creature hit. A Swipe counts as two attacks for the veteran’s 
  multiple attack penalty.
  
  25
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments.
  13+ Challenge Points: Increase the hazard’s Stealth 
  bonus and the DCs of checks to Disable it by 2. Increase 
  the DC of the Fortitude save to resist its effects by 1. 
  Increase the damage the trap deals on a failed save by 
  2, and on a successful save by 1 (the trap still has no 
  effect on a critical success).
  SCALING ENCOUNTER B
  Encounter B (Subtier 3–4)
  Each of the alcoves sports a different mosaic on its floor 
  that depicts a scene that is iconic of one of the four 
  seasons. The mosaics wrap around L-shaped walls. In the 
  inner corner of each L-shaped wall, there is a keyhole. 
  If Lelzeshin doesn’t accompany the PCs, the body of a 
  Bhopanese person is slumped against the wall of each of 
  the alcoves, just beneath the keyhole. The walls of each 
  alcove are shrouded in fog. The first PC to approach 
  within 10 feet of the foggy walls of an alcove is pulled 
  in to a landscape that is emblematic of that season: fields 
  of flowers for spring, a hot day at a pristine beach for 
  summer, a forest whose trees show off the full colors of 
  autumn, or a frigid field of snow for winter. After what 
  feels like a long time (but is in fact only 1 round), the PC 
  emerges from the interior corner of the alcove they just 
  left with a key in hand, facing toward the keyhole in the 
  inner corner of the L-shaped wall.
  Each of the four alcoves generates a key in the same 
  way, with the following exceptions.
  • A PC who is currently holding a key cannot be pulled 
  into another landscape.
  • If a PC who is already holding a key picks up a 
  second key (likely by taking it from another PC), the first 
  key they picked up vanishes. The alcove it came from can 
  now pull in a PC again.
  While the PCs might at first think that they need to 
  put each key into the keyhole in the alcove it came from, 
  this solution is incorrect. Each key must be placed in the 
  keyhole in the alcove representing the opposite season. 
  Attempting to put a key into a keyhole takes an Interact 
  action. A PC who attempts to place a key in a keyhole 
  other than the one corresponding to the opposite season 
  realizes that the key doesn’t fit. When a PC places a key in 
  the correct keyhole, the key snaps into place and cannot 
  be removed. Turning a key in the correct keyhole takes 
  an Interact action and produces an audible click. The 
  fog on the walls of the alcove where the key originated 
  disappears for 1 round, revealing a landscape appropriate 
  for that alcove’s season. For example, turning the winter 
  key in the spring alcove causes the fog to disappear from 
  the winter alcove. Meanwhile, the fog in the alcoves that 
  have not had the key that originated from them turned 
  during that round swirls and shift faster. If all four keys 
  are placed in the correct keyholes and turned on the same 
  round, a powerful wave of primal magic washes over the 
  room, originating from the alcoves. The wave feels slightly 
  unpleasant for PCs with strong connections to fey, such 
  as sorcerers with the fey bloodline and gnomes. Despite 
  standing far away from the alcoves, Lelzeshin grimaces in 
  pain as the wave washes over him. When the wave passes, 
  the black metal door leading farther into the vault opens.
  The locations of each seasonal alcove and the 
  appearance of their mosaics is as follows.
  Autumn Alcove (Northeast): This orange and red 
  mosaic depicts a bat-faced Bhopanese woman, bent and 
  grizzled with age. She is surrounded by colorful leaves.
  Winter Alcove (Northwest): This mosaic is blue with 
  traces of red. It depicts a blue-tinted wasteland with a 
  stain of red, from which a thorny growth rises.
  Summer Alcove (Southeast): This white, gold, and yellow 
  mosaic depicts massive plant-ships sailing a sea of light.
  Spring Alcove (Southwest): This mosaic depicts a 
  young girl running from trees in the distance. While 
  it features many colors, the predominant color in the 
  mosaic is green.
  Hazard: The alcoves are warded with a trap that 
  leverages magic tied to the seasons against intruders.
  SEASON’S TOLL 
  HAZARD 4
  COMPLEX
  MAGICAL TRAP
  Stealth +12 (expert)
  Description Arcs of primal energy emerge from the L-shaped 
  stone wall at the center of each alcove.
  Disable Crafting or Thievery DC 25 (expert) to rig up a dummy 
  or other object to distract one of the trap’s sensors (one 
  action), Nature DC 23 (trained) to temporarily befuddle one 
  of the sensors with knowledge of primal magic (one action). 
  Alternatively, inserting the correct key into an alcove’s 
  keyhole disables that alcove’s sensor.
  Season’s Toll (primal, evocation) Trigger A creature enters one 
  of the four alcoves; Effect The trap rolls initiative.
  Routine (4 actions) The trap loses one action per magical 
  sensor disabled. On its initiative, the trap uses each of 
  its actions to target one creature adjacent to or within 
  an alcove with a negative effect that corresponds to the 
  season opposite the one depicted on the alcove’s murals 
  (DC 24 Fortitude to resist). For the purposes of this trap, 
  creatures who are within an alcove’s landscape count are 
  within that alcove. The trap can target only one creature 
  per alcove per round.
  
  26
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Spring Alcove (death) The decay of late autumn takes hold 
  of the target.
  Critical Success The trap has no effect.
  Success The target takes 2d6 negative damage.
  Failure The target takes 4d6 negative damage.
  Critical Failure The target takes 4d6 negative damage 
  and 1d6 persistent negative damage. Effects that use 
  positive energy, such as the heal spell, automatically 
  end this persistent damage.
  Summer Alcove (cold) Winter’s bitter chill descends on the 
  target.
  Critical Success The trap has no effect.
  Success The target takes 2d6 cold damage.
  Failure The target takes 4d6 cold damage.
  Critical Failure The target takes 4d6 cold damage and is 
  enfeebled 1 for 1 hour.
  Autumn Alcove (poison) Poisonous springtime pollen 
  sprays at the target.
  Critical Success The trap has no effect.
  Success The target takes 2d6 poison damage.
  Failure The target takes 4d6 poison damage.
  Critical Failure The target takes 4d6 poison damage and 
  is drained 1.
  Winter Alcove (fire) Heat greater than the hottest summer 
  afternoon engulfs the target.
  Critical Success The trap has no effect.
  Success The target takes 2d6 fire damage.
  Failure The target takes 4d6 fire damage.
  Critical Failure The target takes 4d6 fire damage and is 
  dazzled for 1 hour.
  Reset The trap is powered by the Eternal Bloom. It resets 
  after 5 minutes, at which time the doors to the vault slam 
  shut once again.
  Hints
  If the PCs cannot figure out this room’s puzzle, an NPC 
  can assist them. Note that receiving help from an NPC 
  costs the PCs this room’s Treasure Bundle, so don’t offer 
  this assistance unless the players need it.
  If Lelzeshin Accompanies the PCs: Lelzeshin is familiar 
  with the trap and the means of opening the door from a 
  previous year in which he snuck into this chamber. He 
  spends his turns thinking carefully about what help to 
  give the PCs, all the while acting as if he were analyzing 
  the situation for the first time. However, bear in mind 
  that Lelzeshin’s only priority is to have the PCs survive 
  until the vault is open. He plans on eliminating the PCs 
  in combat, so he has a vested interest in letting the trap 
  weaken them first. However, he also doesn’t want to 
  risk that the PCs get too afraid of or frustrated with the 
  situation and abandon the attempt to break in.
  If Lelzeshin Doesn’t Accompany the PCs: Lelzeshin is 
  not available as a source of hints. If your players become 
  stuck or frustrated with the trap and the vault opening 
  mechanism, a terrified Bhopanese soldier named Hanzuli 
  eventually becomes concerned that the PCs cannot the 
  situation that raised the alarm on her own, so she enters 
  the room and provides hints based on what she deduces 
  from the situation.
  
  27
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one mirrored Lelzeshin 
  to the encounter.
  12–13 Challenge Points: Add two mirrored Lelzeshins 
  to the encounter.
  14–15 Challenge Points: Add three mirrored 
  Lelzeshins to the encounter.
  16–18 Challenge Points (5+ PCs): Add four mirrored 
  Lelzeshins to the encounter.
  SCALING ENCOUNTER C
  Encounter C (Subtier 3–4)
  The ceiling of this chamber is 10 feet high. Its walls are 
  covered with magical mirrors from floor to ceiling.
  Creatures: The treacherous steward Lelzeshin attacks 
  the PCs. He uses mirror feint to attempt to Feint a target 
  before closing to melee to attack with his bloodletting 
  kukri. He uses mirror target together with produce 
  flame to attack PCs at a distance, particularly relishing 
  the chance to hit injured PCs who have retreated from 
  melee with him. On the first round of combat, one of 
  Lelzeshin’s many reflections emerges from a mirrored wall 
  and begins attacking the PCs. This mirrored Lelzeshin is 
  made of magically reinforced glass but otherwise looks 
  like a replica of Lelzeshin. When scaling the encounter, 
  more mirrored Lelzeshins also emerge from the walls. 
  Lelzeshin is unwilling to concede to the PCs; he fights to 
  the death. The mirrored Lelzeshins fight until destroyed. 
  When Lelzeshin is defeated, any remaining mirrored 
  Lelzeshins are instantly destroyed, collapsing into piles of 
  shimmering dust.
  LELZESHIN 
  CREATURE 5
  UNIQUE
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +11
  Languages Common, Mwangi, Sylvan
  Skills Acrobatics +13, Athletics +9, Bhopan Lore +11, Deception 
  +14, Diplomacy +12, Legal Lore +11, Nature +10, Society +11, 
  Stealth +13
  Str +2, Dex +4, Con +2, Int +2, Wis –1, Cha +3
  Items bloodletting kukri, fine clothing, leather armor
  AC 22; Fort +10, Ref +14, Will +9
  HP 70
  Mirror Reversal (illusion, mental, occult, teleportation) �
  Trigger An attack from an attacker he can see would be a 
  critical success against Lelzeshin; Effect Lelzeshin teleports 
  to one of the mirrored walls, emerging adjacent to it. 
  Meanwhile, a duplicate briefly remains, seemingly frozen 
  in place for a second, before detonating as the critical hit 
  connects with it. Each creature adjacent to his original 
  location takes 4d6 slashing damage (basic Reflex DC 22), and 
  these adjacent squares becomes difficult terrain; Frequency 
  Lelzeshin can use this reaction once per day.
  Nimble Dodge � Trigger Lelzeshin is targeted by a melee or 
  ranged attack by an attacker he can see; Effect Lelzeshin 
  gains a +2 circumstance bonus to AC against the triggering 
  attack.
  Speed 30 feet
  Melee � bloodletting kukri +13 (agile, finesse, trip), Damage 
  2d6+2 slashing
  Primal Spontaneous Spells DC 22, attack +12; Cantrips (3rd) 
  produce flame, tanglefoot
  Mirror Feint (visual) Lelzeshin takes advantage of the 
  numerous mirrors in the room to befuddle his opponents, 
  making his movements harder to track. If he succeeds at 
  a Deception check to Feint against a target who can see 
  him, the target is flat-footed against melee attacks that he 
  makes against them until the end of his next turn.
  Mirror Target Lelzeshin can use the room’s mirrors to send his 
  produce flame projectiles in unexpected directions. When 
  attacking with produce flame, instead of firing it directly 
  at a foe, he can fire the projectile at the nearest mirrored 
  wall and have it emerge out of the mirrored wall closest to 
  his target. The distance between the mirrors doesn’t count 
  against the spell’s range, only the distance the ball of fire 
  travels when it is not inside a mirror.
  Sneak Attack Lelzeshin deals 2d6 extra precision damage to 
  flat-footed creatures.
  MIRRORED LELZESHIN 
  CREATURE 2
  UNIQUE
  N
  MEDIUM
  CONSTRUCT
  Perception +5
  Languages none
  Skills Acrobatics +9, Athletics +6, Stealth +9
  Str +1, Dex +3, Con +2, Int –4, Wis –1, Cha +0
  Items fine clothing, kukri, leather armor
  AC 18; Fort +6, Ref +11, Will +5
  HP 20; Hardness 2; Immunities bleed, death effects, disease, 
  doomed, drained, fatigued, healing, necromancy, nonlethal 
  attacks, paralyzed, poison, sickened, unconscious
  Nimble Dodge � Trigger Mirror Lelzeshin is targeted by a 
  melee or ranged attack by an attacker he can see; Effect 
  Mirror Lelzeshin gains a +2 circumstance bonus to AC 
  against the triggering attack.
  Speed 30 feet
  Melee � kukri +9 (agile, finesse, trip), Damage 1d6+2 
  slashing
  Sneak Attack Mirrored Lelzeshin deals an 1d6 extra precision 
  damage to flat-footed creatures.
  
  28
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one snapping flytrap.
  23–27 Challenge Points: Add two snapping flytraps.
  28–32 Challenge Points: Add two snapping flytraps 
  and one dryad.
  33+ Challenge Points: Add three snapping flytraps 
  and one dryad.
  SCALING ENCOUNTER A, WAVE 1
  Appendix 2: Subtier 5–6 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variation described in the text. 
  Some encounters require adding creatures or making 
  other adjustments to scale for different party sizes. 
  Follow the instructions in the Scaling Encounter sidebars 
  to adjust the encounter appropriately. If your group has 
  between 16 and 18 Challenge Points and has five or more 
  PCs, refer to Appendix 1 for your encounters.
  Encounter A, Wave 1 (Subtier 5–6)
  A dryad and her snapping flytrap allies are the first to 
  respond to the PCs’ arrival. The dryad begins combat 
  by loudly denouncing the PCs as intruders upon sacred 
  ground, for which the only fitting punishment is death. 
  She has no interest in conversing with the PCs and doesn’t 
  share her name with them. She casts spells to impede the 
  PCs’ movement to make it easier for her slow-moving 
  companions to attack. The flytraps fight to the death. If 
  reduced to 15 Hit Points or fewer, the dryad uses Tree 
  Meld to hide inside of a tree, at which point she does not 
  bother the PCs further. Expelling her from the tree with 
  significant physical damage requires the PCs to deal a total 
  of 60 damage to the tree. The tree has an AC of 10 and 
  Hardness 5.
  DRYAD 
  CREATURE 3
  CN
  MEDIUM
  FEY
  NYMPH
  PLANT
  Perception +10; low-light vision
  Languages Common, Elven, Sylvan; speak with plants
  Skills Acrobatics +9, Athletics +5, Crafting +7 (+9 
  woodworking), Diplomacy +9, Nature +13, Stealth +9, 
  Survival +12
  Str +0, Dex +4, Con +1, Int +2, Wis +3, Cha +4
  Nature Empathy The dryad can use Diplomacy to Make an 
  Impression on and make very simple Requests of animals 
  and plants.
  AC 19; Fort +6, Ref +11, Will +10
  HP 55; Weaknesses cold iron 5, fire 5
  Tree Dependent A dryad is mystically bonded to a single great 
  tree and must remain within 300 feet of it. If she moves 
  beyond that range, she becomes sickened 1 and is unable 
  to recover. She must attempt a DC 18 Fortitude save every 
  hour or increase the sickened value by 1 (to a maximum of 
  sickened 4). After 24 hours, she becomes drained 1, with this 
  value increasing by 1 every additional 24 hours. A dryad can 
  perform a 24-hour ritual to bond herself to a new tree.
  Speed 25 feet
  Melee � branch +12 (finesse, magical), Damage 1d12+2 
  bludgeoning
  Primal Innate Spells DC 21, attack +11; 5th tree stride (×2); 4th 
  charm (×3), suggestion; 3rd sleep; 2nd entangle (at will), 
  tree shape (at will); Cantrips (2nd) tanglefoot; Constant 
  (4th) speak with plants
  Tree Meld � (primal, transmutation) The dryad touches a 
  tree of enough volume to contain her and merges into it for 
  as long as she wishes. She can Cast a Spell while inside as 
  long as the spell doesn’t require a line of effect outside the 
  tree. She can hear, but not see, what’s going on outside the 
  tree. She can Dismiss this effect.
  Significant physical damage dealt to the tree expels the 
  dryad from the tree and deals 3d6 damage to her. Passwall 
  expels the dryad without dealing damage.
  If a dryad uses this ability on her bonded tree, she 
  instead enters an extradimensional living space within the 
  tree; Tree Meld gains the extradimensional trait. A dryad 
  can bring up to two other creatures with her when entering 
  her home within her bonded tree. The dryad can still be 
  expelled from this space as above.
  
  29
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  SNAPPING FLYTRAPS (3) 
  CREATURE 3
  N
  LARGE
  MINDLESS
  PLANT
  Perception +7; tremorsense (imprecise) 30 feet
  Skills Athletics +11, Stealth +10 (+13 in undergrowth)
  Str +2, Dex +3, Con +5, Int –5, Wis +2, Cha –2
  AC 18; Fort +12, Ref +8, Will +7
  HP 50 each; Immunities mental; Weaknesses fire 5; 
  Resistances acid 5
  Quick Capture � Trigger A creature hits or touches the flytrap. 
  Effect The flytrap makes a leaf Strike against the triggering 
  creature. If it hits, the creature is grabbed in that leaf.
  Speed 15 feet
  Melee � leaf +11 (reach 10 feet), Damage 1d8+2 piercing plus 
  1d6 acid and Improved Grab
  Focused Assault � The flytrap attacks a single target with 
  both its leaves. The flytrap makes one leaf Strike. On a 
  success, the flytrap deals the damage from one leaf Strike 
  plus an additional 1d8 damage for every leaf beyond the 
  first. On a failure, the flytrap deals the damage from one 
  leaf Strike, but it can’t use Improved Grab. It deals no 
  damage on a critical failure. This counts toward the flytrap’s 
  multiple attack penalty as a number of attacks equal to the 
  number of leaves the flytrap has.
  Hungry Flurry � The flytrap makes two leaf Strikes at a 
  –2 penalty, each against a different target. These attacks 
  count toward the flytrap’s multiple attack penalty, but the 
  multiple attack penalty doesn’t increase until after it makes 
  all its attacks.
  Swallow Whole � (attack) Medium, 1d8+1 bludgeoning plus 
  1d6 acid, Rupture 5
  
  30
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Replace one of the biloko 
  warriors with a biloko veteran.
  23–27 Challenge Points: Replace both of the biloko 
  warriors with biloko veterans.
  28–32 Challenge Points: Add two biloko veterans to 
  the encounter.
  33+ Challenge Points: Remove one biloko warrior 
  from the encounter and add three biloko veterans.
  SCALING ENCOUNTER A, WAVE 2
  Encounter A, Wave 2 (Subtier 5–6)
  Drawn by the sounds of combat, a group of malicious 
  bilokos rushes in from the southwest corner of the map. 
  The biloko warriors prefer to attack in melee with their 
  jaws, but they throw their spears if they have trouble 
  reaching the PCs. They prefer to attack in melee with 
  their jaws, but they throw their spears if they have 
  trouble reaching the PCs. If present, a biloko veteran uses 
  its shortbow when forced to attack at range. A PC who 
  succeeds at a DC 16 Recall Knowledge check to identify 
  them learns that bilokos feed on the flesh of humanoids, 
  most often by unhinging their vast, crocodile-like jaws 
  and devouring the humanoids whole, much as a snake 
  would eat its prey. A PC who critically succeeds at this 
  check also knows that almost all sightings of this fey that 
  the Pathfinder Society is aware of have been in the jungles 
  of the Mwangi Expanse. The statistics for bilokos come 
  from Pathfinder Adventure Path #146: Cult of Cinders.
  BILOKO WARRIORS (2) 
  CREATURE 1
  NE
  SMALL
  FEY
  Pathfinder Adventure Path #146: Cult of Cinders 82
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Languages Mwangi, Sylvan
  Skills Athletics +7, Crafting +7, Nature +5, Stealth +6, Survival +6
  Str +3, Dex +2, Con –1, Int +0, Wis +2, Cha +1
  Items spears (4), wooden shield (Hardness 3, 12 HP, BT 6)
  AC 16 (18 with shield raised); Fort +4, Ref +7, Will +7
  HP 19
  Shield Block �
  Speed 20 feet
  Melee � jaws +8, Damage 1d8+3 piercing
  Melee � spear +8, Damage 1d6+3 piercing
  Ranged � spear +7 (thrown 20 feet), Damage 1d6+3 piercing
  Primal Innate Spells DC 17; 1st charm
  Inspired Feast (emotion, mental) If a biloko feasts on a human 
  corpse for 1 minute or more, they gain a +1 status bonus 
  to attack rolls and a +2 status bonus to damage rolls for 
  1 hour.
  BILOKO VETERANS (2) 
  CREATURE 4
  NE
  SMALL
  FEY
  Pathfinder Adventure Path #146: Cult of Cinders 82
  Perception +11; low-light vision, scent (imprecise) 30 feet
  Languages Mwangi, Sylvan
  Skills Athletics +10, Crafting +10, Intimidation +12, Nature +9, 
  Stealth +13, Survival +11
  Str +4, Dex +4, Con +0, Int +0, Wis +3, Cha +2
  Items longspear, shortbow (20 arrows)
  AC 21; Fort +8, Ref +13, Will +11
  HP 58 each
  Attack of Opportunity �
  Speed 20 feet
  Melee � jaws +14, Damage 2d8+5 piercing
  Melee � longspear +14 (reach 10 feet), Damage 1d8+5 piercing
  Ranged � shortbow +14 (deadly d10, range increment 60 
  feet, reload 0), Damage 1d6+3 piercing
  Primal Innate Spells DC 21; 1st charm
  Inspired Feast (emotion, mental) As biloko warrior.
  Swipe � The veteran makes a melee Strike and compares 
  the attack roll result to the AC of up to two foes, each of 
  whom must be within their melee reach and adjacent to 
  each other. Roll damage only once and apply it to each 
  creature hit. A Swipe counts as two attacks for the veteran’s 
  multiple attack penalty.
  
  31
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments.
  25+ Challenge Points: Increase the hazard’s Stealth 
  bonus and the DCs of checks to Disable it by 2. Increase 
  the DC of the Fortitude save to resist its effects by 1. 
  Increase the damage the trap deals on a failed save by 
  2, and on a successful save by 1 (the trap still has no 
  effect on a critical success).
  SCALING ENCOUNTER B
  Encounter B (Subtier 5–6)
  Each of the alcoves sports a different mosaic on its floor 
  that depicts a scene that is iconic of one of the four 
  seasons. The mosaics wrap around L-shaped walls. In the 
  inner corner of each L-shaped wall, there is a keyhole. 
  If Lelzeshin doesn’t accompany the PCs, the body of a 
  Bhopanese person is slumped against the wall of each of 
  the alcoves, just beneath the keyhole. The walls of each 
  alcove are shrouded in fog. The first PC to approach 
  within 10 feet of the foggy walls of an alcove is pulled 
  in to a landscape that is emblematic of that season: fields 
  of flowers for spring, a hot day at a pristine beach for 
  summer, a forest whose trees show off the full colors of 
  autumn, or a frigid field of snow for winter. After what 
  feels like a long time (but is in fact only 1 round), the PC 
  emerges from the interior corner of the alcove they just left 
  with a key in hand, facing toward the keyhole in the inner 
  corner of the L-shaped wall.
  Each of the four alcoves generates a key in the same 
  way, with the following exceptions.
  • A PC who is currently holding a key cannot be 
  pulled into another landscape.
  • If a PC who is already holding a key picks up a 
  second key (likely by taking it from another PC), 
  the first key they picked up vanishes. The alcove it 
  came from can now pull in a PC again.
  While the PCs might at first think that they need to 
  put each key into the keyhole in the alcove it came from, 
  this solution is incorrect. Each key must be placed in the 
  keyhole in the alcove representing the opposite season. 
  Attempting to put a key into a keyhole takes an Interact 
  action. A PC who attempts to place a key in a keyhole 
  other than the one corresponding to the opposite season 
  realizes that the key doesn’t fit. When a PC places a key in 
  the correct keyhole, the key snaps into place and cannot 
  be removed. Turning a key in the correct keyhole takes 
  an Interact action and produces an audible click. The 
  fog on the walls of the alcove where the key originated 
  disappears for 1 round, revealing a landscape appropriate 
  for that alcove’s season. For example, turning the winter 
  key in the spring alcove causes the fog to disappear from 
  the winter alcove. Meanwhile, the fog in the alcoves that 
  have not had the key that originated from them turned 
  during that round swirls and shift faster. If all four keys 
  are placed in the correct keyholes and turned on the same 
  round, a powerful wave of primal magic washes over the 
  room, originating from the alcoves. The wave feels slightly 
  unpleasant for PCs with strong connections to fey, such 
  as sorcerers with the fey bloodline and gnomes. Despite 
  standing far away from the alcoves, Lelzeshin grimaces in 
  pain as the wave washes over him. When the wave passes, 
  the black metal door leading farther into the vault opens.
  The locations of each seasonal alcove and the 
  appearance of their mosaics is as follows.
  Autumn Alcove (Northeast): This orange and red 
  mosaic depicts a bat-faced Bhopanese woman, bent and 
  grizzled with age. She is surrounded by colorful leaves.
  Winter Alcove (Northwest): This mosaic is blue with 
  traces of red. It depicts a blue-tinted wasteland with a 
  stain of red, from which a thorny growth rises.
  Summer Alcove (Southeast): This white, gold, and 
  yellow mosaic depicts massive plant ships sailing a sea 
  of light.
  Spring Alcove (Southwest): This mosaic depicts a young 
  girl running from trees in the distance. While it features 
  many colors, the predominant color in the mosaic is green.
  Hazard: The alcoves are warded with a trap that 
  leverages magic tied to the seasons against intruders.
  SEASON’S TOLL 
  HAZARD 6
  COMPLEX
  MAGICAL TRAP
  Stealth +15 (expert)
  Description Arcs of primal energy emerge from the L-shaped 
  stone wall at the center of each alcove.
  Disable Crafting or Thievery DC 28 (expert) to rig up a dummy 
  or other object to distract one of the trap’s sensors, Nature 
  DC 26 (trained) to temporarily befuddle one of the sensors 
  with knowledge of primal magic. Alternatively, inserting 
  the correct key into an alcove’s keyhole disables that 
  alcove’s sensor.
  Season’s Toll (primal, evocation) Trigger A creature enters one 
  of the four alcoves; Effect The trap rolls initiative.
  Routine (4 actions) The trap loses one action per magical 
  sensor disabled. On its initiative, the trap uses each of 
  its actions to target one creature adjacent to or within 
  an alcove with a negative effect that corresponds to the 
  season opposite the one depicted on the alcove’s murals 
  (DC 27 Fortitude to resist). For the purposes of this trap, 
  creatures who are within an alcove’s landscape count are 
  within that alcove. The trap can target only one creature 
  per alcove per round.
  
  32
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Spring Alcove (death) The decay of late autumn takes hold 
  of the target.
  Critical Success The trap has no effect.
  Success The target takes 2d6+2 negative damage.
  Failure The target takes 4d6+4 negative damage.
  Critical Failure The target takes 4d6+4 negative damage 
  and 1d6 persistent negative damage. Effects that use 
  positive energy, such as the heal spell, automatically 
  end this persistent damage.
  Summer Alcove (cold) Winter’s bitter chill descends on the 
  target.
  Critical Success The trap has no effect.
  Success The target takes 2d6+2 cold damage.
  Failure The target takes 4d6+4 cold damage.
  Critical Failure The target takes 4d6+4 cold damage and 
  is enfeebled 1 for 1 hour.
  Autumn Alcove (poison) Poisonous springtime pollen 
  sprays at the target.
  Critical Success The trap has no effect.
  Success The target takes 2d6+2 poison damage.
  Failure The target takes 4d6+4 poison damage.
  Critical Failure The target takes 4d6+4 poison damage 
  and is drained 1.
  Winter Alcove (fire) Heat greater than the hottest summer 
  afternoon engulfs the target.
  Critical Success The trap has no effect.
  Success The target takes 2d6+2 fire damage.
  Failure The target takes 4d6+4 fire damage.
  Critical Failure: The target takes 4d6+4 fire damage and 
  is dazzled for 1 hour.
  Reset The trap is powered by the Eternal Bloom, and disabled 
  magical sensors automatically reset every 5 minutes.
  Hints
  If the PCs cannot figure out this room’s puzzle, an NPC 
  can assist them. Note that receiving help from an NPC 
  costs the PCs this room’s Treasure Bundle, so don’t offer 
  this assistance unless the players need it.
  If Lelzeshin Accompanies the PCs: Lelzeshin is familiar 
  with the trap and the means of opening the door from a 
  previous year in which he snuck into this chamber. He 
  spends his turns thinking carefully about what help to 
  give the PCs, all the while acting as if he were analyzing 
  the situation for the first time. However, bear in mind 
  that Lelzeshin’s only priority is to have the PCs survive 
  until the vault is open. He plans on eliminating the PCs 
  in combat, so he has a vested interest in letting the trap 
  weaken them first. However, he also doesn’t want to 
  risk that the PCs get too afraid of or frustrated with the 
  situation and abandon the attempt to break in.
  If Lelzeshin Doesn’t Accompany the PCs: Lelzeshin is 
  not available as a source of hints. If your players become 
  stuck or frustrated with the trap and the vault opening 
  mechanism, a terrified Bhopanese soldier named Hanzuli 
  eventually becomes concerned that the PCs cannot the 
  situation that raised the alarm on her own, so she enters 
  the room and provides hints based on what she deduces 
  from the situation.
  
  33
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one mirrored Lelzeshin 
  to the encounter.
  23–27 Challenge Points: Add two mirrored Lelzeshins 
  to the encounter.
  28–32 Challenge Points: Add three mirrored 
  Lelzeshins to the encounter.
  33+ Challenge Points: Add four mirrored Lelzeshins 
  to the encounter.
  SCALING ENCOUNTER C
  Encounter C (Subtier 5–6)
  The ceiling of this chamber is 10 feet high. Its walls are 
  covered with magical mirrors from floor to ceiling.
  Creatures: The treacherous steward Lelzeshin attacks the 
  PCs. He uses mirror feint to attempt to Feint a target before 
  closing to melee to attack with his bloodletting kukri. He 
  uses mirror target together with produce flame to attack 
  PCs at a distance, particularly relishing the chance to hit 
  injured PCs who have retreated from melee with him. On 
  the first round of combat, one of Lelzeshin’s many reflections 
  emerges from a mirrored wall and begins attacking the PCs. 
  This mirrored Lelzeshin is made of magically reinforced 
  glass, but otherwise looks like a replica of Lelzeshin. When 
  scaling the encounter, more mirrored Lelzeshins also emerge 
  from the walls. Lelzeshin is unwilling to concede to the 
  PCs; he fights to the death. The mirrored Lelzeshins fight 
  until destroyed. When Lelzeshin is defeated, any remaining 
  mirrored Lelzeshins are instantly destroyed, collapsing into 
  piles of shattered mirror fragments.
  LELZESHIN 
  CREATURE 7
  UNIQUE
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +15
  Languages Common, Mwangi, Sylvan
  Skills Acrobatics +16, Athletics +11, Bhopan Lore +13, 
  Deception +18, Diplomacy +16, Legal Lore +13, Nature +12, 
  Society +13, Stealth +16
  Str +2, Dex +4, Con +2, Int +2, Wis –1, Cha +4
  Items bloodletting kukri, high-fashion fine clothing, leather 
  armor
  AC 25; Fort +12, Ref +18, Will +12
  HP 110
  Evasion When Lelzeshin rolls a success on a Reflex save, he 
  gets a critical success instead.
  Mirror Reversal (illusion, mental, occult, teleportation) � 
  Trigger An attack from an attacker he can see would be a 
  critical success against Lelzeshin; Effect Lelzeshin teleports 
  to one of the mirrored walls, emerging adjacent to it. 
  Meanwhile, a duplicate briefly remains, seemingly frozen 
  in place for a second, before detonating as the critical hit 
  connects with it. Each creature adjacent to his original 
  location takes 6d6 slashing damage (basic Reflex DC 25), 
  and these adjacent squares becomes difficult terrain; 
  Frequency Lelzeshin can use this reaction once per day.
  Nimble Dodge � Trigger Lelzeshin is targeted by a melee or 
  ranged attack by an attacker he can see; Effect Lelzeshin gains 
  a +2 circumstance bonus to AC against the triggering attack.
  Speed 30 feet
  Melee � bloodletting kukri +16 (agile, finesse, trip), Damage 
  2d6+6 slashing
  Primal Spontaneous Spells DC 25, attack +16; Cantrips (4th) 
  produce flame, tanglefoot
  Mirror Feint (visual) Lelzeshin takes advantage of the 
  numerous mirrors in the room to befuddle his opponents, 
  making his movements harder to track. If he succeeds at a 
  Deception check to Feint against a target who can see him, 
  the target is flat-footed against all attacks that he makes 
  against them until the end of his next turn.
  Mirror Target Lelzeshin can use the room’s mirrors to send his 
  produce flame projectiles in unexpected directions. When 
  attacking with produce flame, instead of firing it directly 
  at a foe, he can fire the projectile at the nearest mirrored 
  wall and have it emerge out of the mirrored wall closest to 
  his target. The distance between the mirrors doesn’t count 
  against the spell’s range, only the distance the ball of fire 
  travels when it is not inside a mirror.
  Sneak Attack Lelzeshin deals 2d6 extra precision damage to 
  flat-footed creatures.
  MIRRORED LELZESHIN 
  CREATURE 4
  UNIQUE
  N
  MEDIUM
  CONSTRUCT
  Perception +8
  Languages None
  Skills Acrobatics +11, Athletics +8, Stealth +11
  Str +2, Dex +4, Con +2, Int –4, Wis –1, Cha +0
  Items fine clothing, kukri, leather armor
  AC 21; Fort +8, Ref +14, Will +8
  HP 44; Hardness 4; Immune bleed, death effects, disease, 
  doomed, drained, fatigued, healing, necromancy, nonlethal 
  attacks, paralyzed, poison, sickened, unconscious
  Nimble Dodge � Trigger Mirror Lelzeshin is targeted by a 
  melee or ranged attack by an attacker he can see; Effect 
  Mirror Lelzeshin gains a +2 circumstance bonus to AC 
  against the triggering attack.
  Speed 30 feet
  Melee � kukri +14 (agile, finesse, trip), Damage 1d6+4 slashing
  Sneak Attack Mirrored Lelzeshin deals 2d6 extra precision 
  damage to flat-footed creatures.
  
  34
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Appendix 3: Art and Handout
  Biloko
  
  35
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Orchid Castle
  
  36
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Webhekiz
  
  37
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  Lelzeshin
  
  38
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  DU2
  DU2
  21A
  21A
  DUO
  DUO
  01B
  01B
  DU0
  DU0
  02B
  02B
  DUO
  DUO
  21B
  21B
  DU0
  DU0
  06B
  06B
  DU0
  DU0
  07A
  07A
  DU2
  DU2
  24A
  24A
  DU2
  DU2
  23A
  23A
  DU0
  DU0
  33A
  33A
  DU0
  DU0
  08A
  08A
  DU2
  DU2
  22A
  22A
  
  39
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  DU2
  DU2
  04A
  04A
  DU2
  DU2
  07A
  07A
  DU2
  DU2
  08A
  08A
  DU2
  DU2
  06A
  06A
  DU2
  DU2
  05A
  05A
  DU0
  DU0
  35B
  35B
  
  The Perennial Crown Part 1: Opal of Bhopan
  GM References
  Treasure Table
  Level
  Treasure Bundle
  3
  3.8 gp
  4
  6.4 gp
  5
  10 gp
  6
  15 gp
  Chronicle Sheet 
  If the PCs defeat Lelzeshin, they secure his bloodletting kukri. PCs who ritually shed blood while in Bhopan, such as in 
  greeting to King Webhekiz or bled during any of masquerade activities, gain the Blood Offering boon.
  Treasure Bundles: 
  ▫ Trek through the Jungle, page 6: 1 Treasure Bundle
  ▫▫ Area A, page 8: 2 Treasure Bundles
  ▫An Audience with the King, page 12: 1 Treasure Bundle
  ▫▫▫The Masquerade of Seasons, page 18: 3 Treasure Bundles
  ▫ Area B, page 18: 1 Treasure Bundle
  ▫▫Area C, page 21: 2 Treasure Bundles
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  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:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  
  41
  Pathfinder Society Scenario
  The Perennial Crown Part 1: Opal of Bhopan
  OPEN GAME LICENSE VERSION 1.0A
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–16: The Perennial Crown Part 1: Opal of Bhopan © 2020, 
  Paizo Inc.; Author: Thilo Graf.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game (Second Edition).
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, organizations, plots, storylines, and trade dress. (Elements that have previously been 
  designated as Open Game Content, or are exclusively derived from previous Open Game Content, 
  or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity, the game mechanics 
  of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #1–16: The Perennial Crown Part 1: Opal of Bhopan © 2020, Paizo 
  Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder 
  P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Card 
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  Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure 
  Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, 
  and Starfinder Society are trademarks of Paizo Inc.
  
  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 3–4
  2
  SUBTIER 5–6
  A2D6
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–16: 
  The Perennial Crown Part 1: 
  Opal of Bhopan
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  bloodletting kukriU (240 gp, level 6)
  sneaky key (22 gp, level 5)
  bloodletting kukriU (240 gp, level 6)
  On the trail of the legends of the famous early Pathfinder Selmius Foster, you traveled to the place he died—the isolated island of Bhopan. 
  After surviving an onslaught from the island’s fey, you found a magically advanced society whose people have deep connections to the 
  fey. The king of Bhopan invited you to participate in a grand masquerade. The royal steward, Lelzeshin, gave you a chance what Foster 
  sought by entering the royal vaults. After speaking to him, you (▫ worked with him to break into the vaults / ▫ refused his suggestion, 
  and instead wound up accompanying guards to the vault’s defense after Lelzehin broke in on his own.) Ultimately, you battled Lelzehin 
  over control of a primal artifact, the Perennial Crown. As soon as the artifact was in your hands, the vault collapsed, trapping you inside. 
  The story continues in Pathfinder Society Scenario #1–17: The Perennial Crown Part 2: The Thorned Monarch.
  Blood Offering (Slotless): Bhopanese culture has numerous traditions that involve bloodletting as a sign 
  of respect or a show of bravery. You participated in at least one of these traditions. This boon will have an 
  effect in future scenarios.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/The Perennial Crown/PF2 S01-16 - The Perennial Crown Part 1 - The Opal of Bhopan.pdf