TEXT: By Kate Baker and Dennis Muldoon
  King in Thorns
  King in Thorns
  year of
  year of
  CORRUPTION’S 
  CORRUPTION’S 
  GRASP
  GRASP
  Scenario #2–00 
  Levels 1–2
  Second Edition
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  HOW TO PLAY
  PLAY TIME: 4–5 HOURS
  LEVELS: 1–2
  PLAYERS: 3–6
  GM Resources
  Campaign Home Page: pathfindersociety.club
  Books: Pathfinder Core Rulebook, Pathfinder Bestiary, Pathfinder Bestiary 2, and Pathfinder 
   
  Gamemastery Guide
  Maps: Pathfinder Map Pack: Fungus Forest, Pathfinder Flip Mat: Ambush Sites Multipack, 
   
  Pathfinder Flip Mat Classics: Deep Forests, Starfinder Flip Mat: Jungle World
  Online Resource: Pathfinder Reference Document at paizo.com/prd
  Table of Contents
  King in Thorns
  Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Level 1–2 Encounters  . . . . . . . . . . . . . . . 24
  Appendix 2: Art and Handouts  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Organized Play Tools . . . . . . . . . . . . . . . . . . . . . . . 39
  DEVELOPMENT LEAD
  Linda Zayas-Palmer
  AUTHORS
  Kate Baker and Dennis Muldoon
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer and Mark Moreland
  INTERIOR ARTISTS
  Yanis Cardin, Sandra Duchiewicz, Dion Harris, Marko 
  Horvatin, Luis Salas Lastra, and Fabio Rodrigues
  CARTOGRAPHERS
  Jason Engle and Damien Mammoliti
  GRAPHIC DESIGN
  Tony Barnett
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  PROGRAM MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  ScenAriO TAgS
  SummArY
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Guide to Organized Play: Pathfinder Society at 
  organizedplayfoundation.org/paizo/guides/.
  meTAPLOT
  Ready to face the Thorned Monarch—an ancient, evil fey that once vexed the Pathfinder 
  Society’s founders—the Pathfinders embark on an expedition through the Mwangi Expanse to 
  the location of a gateway the fey has long guarded, the Door of Seasons. They meet obstacles 
  along the way: illusions, creatures, magical gateways, and natural hazards. Once they open 
  the Door, they find that Pathfinder Society founder Gregaro Voth is still alive, though held 
  prisoner in the demiplane that lies beyond the Door. The Pathfinders place the Monarch’s 
  Perennial Crown on Voth’s head, but he needs time and magical assistance before he can use 
  the crown to take control of the demiplane. The Thorned Monarch is determined to prevent 
  Voth from doing so. The Pathfinders must help Voth attune himself to the crown with a 
  magical ritual while also keeping the Thorned Monarch’s forces at bay. Finally, the Thorned 
  Monarch and their top lieutenants attack.
  
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  Pathfinder Society Scenario
  King in Thorns
  By Kate Baker and Dennis Muldoon
  Part 1 of King in Thorns takes place within the 
  northwestern part of the Mwangi Jungle, in the heart 
  of the Mwangi Expanse. During Part 2, the PCs journey 
  to a demiplane with close ties to the First World, the 
  realm of the fey. You can find more information on the 
  Mwangi Expanse beginning on page 84 of Pathfinder 
  Lost Omens World Guide.
  Where on Golarion?
  Where on Golarion?
  King in Thorns
  Adventure 
  Background
  When four of the founding members of the Pathfinder 
  Society—Selmius Foster, Durvin Gest, Kerinha Napsunar, 
  and Gregaro Voth—discovered the magical Door of 
  Seasons deep in the heart of the Mwangi Expanse, they 
  believed themselves on the path to a great treasure. The 
  taunting voice of the gate’s guardian—the malevolent fey, 
  Qxal, known as the Thorned Monarch—told them that 
  there was indeed a great treasure beyond the gate, but 
  there was a catch—the door could only be opened by 
  a single person—whichever of the four of them was the 
  last to survive. The Thorned Monarch expected them to 
  turn on each other there and then, leaving one survivor 
  to claim the treasure beyond. Instead, the Pathfinders 
  swore an oath to each other to leave the gate alone until 
  the dangers of exploring or the weight of years had 
  claimed all but one of their lives. This oath, the Open 
  Road Pact, helped to lay the foundation for the Society’s 
  strong ethos of cooperation.
  In truth, only the Thorned Monarch’s power could 
  open this gateway. The Monarch wanted the Pathfinders 
  to battle until only the strongest survived, at which point 
  the fey would have taken control of the survivor and use 
  them to claim the treasure they wanted above all else: 
  the Perennial Crown. For what lies beyond the gate is a 
  demiplane with strong connections to the First World, a 
  demiplane that the Thorned Monarch created to serve as 
  a staging point for a planned conquest of Golarion. That 
  is, until ancient heroes wrested away Qxal’s crown, in so 
  doing cutting the fey off from the ability to access and 
  control much of their own magic.
  Decades later, Gregaro Voth believed himself to be the 
  final survivor of the Open Road Pact. He returned to the 
  gate with a group of hired jungle guides and attempted to 
  open it, only to fail once again. The frustrated Thorned 
  Monarch saw little use for the aged adventurer, so they 
  shoved Gregaro Voth into the demiplane. To cover the 
  demiplane’s secret from any witnesses—and hopefully 
  inspire other Pathfinders to come looking for Voth’s 
  remains—the Monarch spun an illusion of Voth’s death. 
  The guides witnessed Voth being torn apart by fey 
  and dragged off into the jungle. And so, according to 
  the Pathfinder Society’s official records, Voth died that 
  day. In reality, though Voth never managed to escape 
  the demiplane, he didn’t die, either. The demiplane has 
  sustained his life for the past three centuries. With each 
  passing day, the demiplane extends its roots deeper into 
  Voth, restricting his mobility further while keeping his 
  mind and body from deteriorating.
  Over the past year, Pathfinder Society agents have 
  slowly uncovered pieces of this story, starting from the 
  existence of the Open Road Pact. Pathfinders also traveled 
  to Bhopan, where the Perennial Crown was hidden 
  away. Here, they defeated an avatar of the Thorned 
  Monarch, weakening the fey more than ever before, and 
  unraveled a web of trickery and courtly intrigue. When 
  they ultimately departed the island, they left with the 
  Perennial Crown and permission from the royal family 
  • Door of Seasons
  • Door of Seasons
  MWANGI JUNGLE
  MWANGI JUNGLE
  
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  Pathfinder Society Scenario
  King in Thorns
  to use the crown to put an end to their ancestral foe. 
  With the crown in hand, Pathfinders combed through 
  evidence and followed numerous leads until they located 
  the Door of Seasons. Now, a large group of Pathfinders 
  stands ready to enter the gate and take control of the 
  demiplane beyond. This mission is far easier said than 
  done, as hordes of the Thorned Monarch’s most devious 
  allies, most treacherous traps, and most dangerous 
  magics stand ready to defend their realm.
  Running the Event
  The King in Thorns is meant to accommodate varying 
  House sizes (from 3 tables up to 150+ tables). To facilitate 
  a more cohesive process for seating players at larger 
  events, the introduction and player mustering phases are 
  built into the scenario during the introduction (page 5). 
  There is no requirement to have everyone seated before 
  players begin the introduction, and Table GMs should be 
  ready to start as soon as four or more players have been 
  seated at the table.
  Because of the nature of mustering, players may need to 
  be moved from one table to another to achieve minimum 
  numbers or table balance. If players whose tables are 
  already underway are asked to move, the Table GM 
  should encourage them to bring along any information 
  they discovered at their initial table and share it with 
  their new table.
  This scenario has three versions: one designed for 
  Levels 1–2 (this version), one for Levels 3–6, and one 
  for Levels 7–8. When assigning and adjusting tables, 
  remember that PCs can only play at a table if their level 
  falls within the range for that version. Each of these 
  versions counts as a separate scenario. Players and GMs 
  may earn credit for each of these three versions once.
  For ease of running this event, text intended for Table 
  GMs to read aloud is red, while text intended for the 
  House GM to read aloud is blue. More information on 
  these terms appears in the glossary below. 
  GLOSSARY OF TERMS
  The King in Thorns uses several terms unique to the 
  Pathfinder Society Special format. Each participant’s 
  role in the event is outlined under the respective entry.
  House: All the PCs participating in the adventure 
  across all levels.
  HQ Staff: These are support personnel who tabulate 
  results and handle player table assignments at the 
  beginning of the event. Members of the HQ Staff are 
  responsible for managing the results of table actions 
  during the event.
  Part: This event is broken into three separate 
  segments. To a degree, each individual table can move 
  through encounters at its own pace, but the entire 
  House starts and ends each part simultaneously to 
  ensure the stage of play remains synchronized across 
  the entire House.
  House GM: This Game Master manages the timing, 
  scoring, and flow of the event. In addition, she makes 
  announcements about the amount of time remaining and 
  events that impact the entire House, as well as presenting 
  the opening and closing scenes of the adventure. The 
  House GM should have some means of signaling to the 
  entire room, especially Table GMs, who are her liaisons 
  to the players. This can be a bell or other auditory signal 
  that can cut through the din of a room full of excited 
  players, or it could be a visual signal like a flashing light 
  or waving flag. The signal indicates that everyone in the 
  House should be silent and direct their attention to the 
  House GM.
  The House GM should inform all Table GMs what this 
  signal is prior to the event’s start and ensure that they are 
  all positioned to be able to see or hear it during the event.
  Table GM: Each of these Game Masters manages a 
  single table of players. Tables are run exactly like one 
  would run a standard Pathfinder Society table, with 
  the following exceptions. Table GMs must follow the 
  timing of the event as set by the House GM. Whenever 
  the House GM announces the end of a part, that part is 
  finished for all tables, and the Table GMs must follow 
  the instructions for getting the PCs to the next part in 
  the scenario. Likewise, if a Table GM has a group that 
  finishes the part before the House GM calls time, she 
  must notify the House GM.
  Runner: For smaller events (30 tables or fewer), each 
  table should nominate one player to be a Runner. These 
  players are responsible for delivering notes from their 
  Table GMs to the HQ Staff and vice versa.
  Courier: For larger events, the HQ Staff needs to 
  provide some Couriers, volunteers who wander among 
  the tables and collect notes that report successes.
  Challenge Points: A measure of the PCs’ overall 
  strength that Pathfinder Society scenarios use to adjust 
  the difficulty of encounters for groups of varying sizes 
  and levels. More information on this system appears on 
  page 39.
  AID TOKENS
  During the event, players at one table can assist those 
  at another with handouts called Aid Tokens. Each Aid 
  Token represents the assistance that Pathfinder agents 
  provide to each other during the mission, moving back 
  and forth to provide critical healing, skills, and combat 
  support to those agents who need it most. Each table 
  begins the adventure with four Aid Tokens (page 38)—
  
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  Pathfinder Society Scenario
  King in Thorns
  Oraiah Tolal
  one of each of four types. The powers of each type of Aid 
  Token are described in Handout: Aid Token Reference 
  (page 37). These starting tokens represent the 
  assistance that a table can give to other 
  Pathfinders throughout the course of 
  the events. The table can’t use its own 
  starting Aid Tokens; it must pass them 
  on. At some point during each of the 
  four major parts of this adventure 
  (Introduction, Part 1, Part 2, and 
  Part 3), the table should choose 
  one of these four Aid Tokens to 
  pass to another table. Some tables 
  might want to pass tokens at the 
  beginning of each part, while 
  others may prefer to hold on to the 
  token until later in the part to see 
  if other tables need help.
  Before 
  passing 
  an 
  Aid 
  Token, the players can boost 
  its potency by having one 
  PC expend some of their own 
  resources or attempt a skill check. A table 
  can’t retry a skill check to boost an Aid Token. A table 
  can boost an Aid Token even while in combat without 
  taking any in-round actions; the scenario assumes the aid 
  was granted before that encounter began. Whether or not 
  the Aid Token is boosted, the player who expended their 
  resources or attempted the check should record their PC’s 
  name on the Aid Token so it’s clear who granted the aid.
  TIMELINE
  King in Thorns is designed to take less than 5 hours, 
  including a modest amount of time for mustering and 
  setup. Each section transitions automatically after a 
  certain amount of time passes, though the introduction 
  is somewhat flexible based on mustering needs. The 
  following is a measure of how long each part should last.
  Introduction: 15 minutes (or longer, if mustering 
  requires)
  Part 1: 120 minutes
  Part 2: 75 minutes
  Part 3: 60 minutes
  Conclusion: 15 minutes
  Introduction: The 
  Expedition Begins
  During the introduction portion of this event, Pathfinder 
  Society leaders ensure that Society members are fully 
  prepared for the expedition ahead. As players arrive at 
  the table and get ready for the event, Table GMs should 
  read the following to orient them.
  Pathfinders hurry around the makeshift camp, packing and 
  unpacking supplies, making repairs, and scribing scrolls.
  The atmosphere is excited but tinged with some 
  trepidation. Venture-Captain Oraiah Tolal from 
  Nirmathas takes the lead, ensuring everyone has 
  an assignment and is working on it. A religious 
  symbol of Alseta—goddess of doorways, 
  portals, thresholds, and transitions—hangs 
  from her neck, showing two faces in profile.
  PREPARATIONS
  PCs can attempt the following 
  tasks in any order while the House 
  is mustering. For each task, the 
  Table GM describes the task, 
  engages the PCs in some brief 
  roleplaying 
  (1–2 
  minutes), 
  and then prompts the PCs 
  to each attempt one of the 
  listed skills for that task. 
  The DC of the task is 15. If 
  the highest result succeeds at 
  the task, the PCs receive the standard 
  reward. If anyone critically succeeds at the task, the 
  PCs instead receive the greater reward. The PCs can 
  Aid each other, but any PC who attempts to Aid can’t 
  attempt their own check.
  Venture-Captains Oraiah Tolal, Bjersig Torrsen, and 
  Khoumrock Blackthane accompany the Pathfinders on 
  this mission, along with faction leaders Calisro Benarry 
  of the Horizon Hunters, Fola Barun of the Envoy’s 
  Alliance, Urwal of the Verdant Wheel, and Valais Durant 
  of the Radiant Oath. Venture-Captain Tolal is the head 
  Pathfinder for this mission, but all of these leaders 
  participate in the expedition. Art for these leaders 
  appears in Appendix 2.
  INVENTORY
  Relevant Skills Nature, Society, Survival
  Task Details Verdant Wheel faction leader Urwal lays on 
  the ground, making marks on a scroll that stretches over 
  10 feet long. “This is our supplies list. Everything from 
  rations to ammunition to the mounts needed to transport 
  it all with us. We need to ensure that we know where 
  everything is. I’m not letting anyone try to forage while 
  we’re traveling.”
  Standard Reward Each PC receives their choice of a lesser 
  antidote or lesser antiplague, as Urwal discovers that the 
  Society packed in excess for the mission.
  Greater Reward Each PC also receives their choice of a 
  lesser acid flask, lesser alchemist’s fire, lesser bottled 
  lightning, or lesser frost vial.
  
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  Pathfinder Society Scenario
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  MAGICAL SUPPLIES
  Relevant Skills Arcana, Nature, Occultism, Religion
  Task Details Envoy’s Alliance faction leader Fola Barun directs 
  a group of Pathfinders who are carefully blending magic 
  and ingredients inside glass vials. “Come help us ensure 
  that everyone is well supplied for this journey.”
  Standard Reward Barun and her team make an abundance of 
  materials. Each PC receives a minor healing potion.
  Greater Reward There is enough time to make higher quality 
  supplies. Each PC also receives a lesser healing potion.
  MAPPING
  Relevant Skills Nature, Survival, Perception
  Task Details Venture-Captain Bjersig Torrsen scrutinizes a 
  map as his loyal dog, Mahki, lies by his feet. Mahki barks 
  to alert Torrsen to approaching Pathfinders. He says, “I’m 
  verifying all of our maps against what we can see from 
  here. Landmarks can easily change. Why don’t you see if 
  you can find any discrepancies?”
  Standard Reward Torrsen shares his information. The PCs 
  receive a survey map for one encounter of their choice in 
  Part 1.
  Greater Reward Torrsen has the area mapped thoroughly. The 
  PCs receive a survey atlas with a map for each encounter 
  in Part 1.
  MORALE
  Relevant Skills Deception, Diplomacy, Performance
  Task Details Horizon Hunters faction leader Calisro Benarry 
  waves the group over. “Some of the newer Pathfinders 
  seem a little nervous about this mission. Can you cheer 
  them up a bit? This is exciting, after all!”
  Standard Reward The neophyte Pathfinders are in much 
  better spirits for the journey ahead and can lend the PCs 
  a hand. Once during the adventure, each PC can receive 
  a +1 circumstance bonus to one skill check or attack roll, 
  representing the fellow Pathfinder succeeding at a check 
  to Aid them. The PC must decide to use this benefit 
  before rolling.
  Greater Reward As the standard reward, but the bonus is 
  instead a +2 circumstance bonus, representing a critical 
  success on the roll to Aid. 
  REPAIRS
  Relevant Skills Athletics, Crafting, Guild Lore
  Task Details Venture-Captain Khoumrock Blackthane ensures 
  that groups of smiths and carpenters accompanying the 
  Pathfinders have everything they need. “A lot of this gear 
  got damaged on the voyage over. We need to make sure 
  that everything is in tip-top shape.”
  Standard Reward Each PC receives one piece of non-magical 
  low-grade cold iron ammunition of their choice from the 
  Core Rulebook.
  Greater Reward As the standard reward, and the PCs receive 
  a single non-magical low-grade cold iron simple or martial 
  weapon of their choice from the Core Rulebook.
  RESEARCH
  Relevant Skills Nature, Society, Survival
  Task Details Radiant Oath faction leader Valais Durant 
  oversees a small army of Pathfinders poring over books and 
  scrolls. A few use magical methods to absorb information 
  even faster. “Oh good, you’re here to help. I was able to get 
  these reference materials from local institutions. There’s 
  information on local plants, animals, and fey that I couldn’t 
  get at home. We’re about to face a lot of dangers. Choose 
  your favorite topic and start reading.” 
  Standard Reward The background information helps the PCs 
  readily identify threats during the journey. Once during 
  During this time, Table GMs should check with each 
  player to determine which of the following scenarios 
  their PC has played.
  PCs who played either part of the Perennial Crown 
  series know additional information about the Thorned 
  Monarch. The fey being originally named Qxal sought 
  to conquer Golarion before returning to usurp the 
  First World from the Eldest. They poured much of 
  their power into a demiplane to prepare for an attack 
  on Golarion. Their symbol of rulership, the Perennial 
  Crown, is an artifact that is the key to controlling the 
  demiplane. It was only thanks to the efforts of heroes 
  from the ancient empire of Bhopan, who managed to 
  wrest the crown away from Qxal, that their attack was 
  unable to proceed. The enraged Qxal destroyed most of 
  the empire in fury, forcing its people to retreat to the 
  island that still bears the empire’s name.
  Pathfinder Society Scenario #1–16: The Perennial 
  Crown Part 1: Opal of Bhopan: PCs who played this 
  scenario gain a +2 circumstance bonus to checks made 
  to convince the Befuddled Pathfinders in area C. PCs 
  with the Blood Offering boon gain a –2 circumstance 
  penalty to the Will save to detect the illusion in area C. 
  Pathfinder Society Scenario #1–17: The Perennial 
  Crown Part 2: The Thorned Monarch: PCs who played 
  this scenario gain a +1 circumstance bonus to checks 
  made in the ritual in area H1.
  Pathfinder Society Scenario #1–20: The Lost Legend: 
  PCs who played this scenario gain a +1 circumstance 
  bonus to checks made to chart the course in area E.
  Relevant Scenarios
  Relevant Scenarios
  
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  Pathfinder Society Scenario
  King in Thorns
  this adventure, each PC can gain a +2 circumstance bonus 
  to any one check to Recall Knowledge.
  Greater Reward The PCs thoroughly reviewed the information 
  provided by Valais Durant. Instead of the standard reward, 
  each PC can once during the adventure automatically 
  succeed at one check to Recall Knowledge.
  THE EXPEDITION SETS OFF
  Venture-Captain Oraiah Tolal calls for all of 
  the Pathfinders at the camp to gather for 
  an announcement. Once everyone 
  is finished mustering, the House 
  GM should read or paraphrase 
  the following.
  Everyone 
  gathers 
  around 
  a 
  makeshift stage as the sun starts to 
  slip below the horizon. Pathfinders 
  whisper to each other in anticipation.
  Venture-Captain 
  Oraiah 
  Tolal 
  addresses the group. “Pathfinders, our expedition begins 
  tomorrow. We have a day’s travel to reach the site where we 
  will find the Door of Seasons. The founders of our Society 
  may have been unable to reach the realm that lies beyond 
  this magical gateway, but we have something they lacked.” 
  The Venture-Captain holds a verdant crown aloft. “This is 
  the Perennial Crown, an artifact that will serve as the key to 
  opening the door. I hope that Alseta will bless us as we find 
  this doorway to a new place. From what we’ve been able to 
  gather, there’s a demiplane on the other side. The demiplane 
  and the crown alike are closely tied to the Thorned Monarch, 
  Qxal, an evil fey who once terrorized this region. The 
  Pathfinders who recovered this crown faced steep opposition 
  from the Monarch, and I have no doubt they will defend the 
  Door of Seasons even more fiercely. Be wary any fey you see 
  along the way; they are likely to be working for Qxal. Stay in 
  groups of four or more for safety and help each other. Make 
  any final preparations that you require and get a good night’s 
  sleep; your next few nights will be on the trail. We leave an 
  hour after dawn.”
  This text alerts Table GMs that they need to wrap up 
  the preparations section and prepare to begin Part 1. 
  Once every table is ready, the House GM should read or 
  paraphrase the following text.
  Day breaks, and the excitement around the camp is too 
  high to allow any Pathfinder to oversleep. Agents perform 
  morning rituals, eat breakfast, and take a final look through 
  maps and plans. Venture-Captain Oraiah Tolal gathers 
  everyone together one last time. “I know that we’ve prepared 
  well. We’re going to stop this Thorned Monarch. I have a small 
  gift for each of you: a signal whistle with an engraving of the 
  Perennial Crown. Use it to signal your fellow Pathfinders if 
  you need help. And now, into the wilderness!”
  True to her word, each 
  PC begins this adventure 
  with a signal whistle. This 
  whistle does not force other 
  Pathfinders to come to the 
  PCs’ aid, but it does provide 
  an explanation for the Aid 
  Token mechanic. Tables that 
  are struggling with an encounter 
  are welcome to ask nearby tables if they 
  have an Aid Token to spare.
  Part 1: 
  Finding the 
  Path
  The expedition begins quietly, but 
  Qxal knows the Pathfinder Society approaches, and as the 
  adventurers approach the Door, they encounter obstacles 
  and impediments to fey left to wear the intruders down. 
  The PCs can do the following five encounters in any 
  order. These encounters all take place on the same day, 
  and the PCs can take time to Treat Wounds, Refocus, 
  or Repair equipment in between encounters. These 
  encounters do not need to be run in any particular order, 
  though the optional encounters in area G should only be 
  run if all others have been completed. The players have 
  120 minutes to complete as many missions as they can.
  Table GMs should read or paraphrase the following.
  An aasimar woman with violet marks on her face looks around. 
  “Urwal? Urwal, where have you gone? We’re setting off now. 
  Urwal?” She jumps slightly as an iruxi man suddenly drops to 
  the ground from the tree overhead. He begins talking without 
  missing a beat. “Pathfinders, watch your feet and know your 
  plants and animals. The Thorned Monarch is wreaking havoc 
  on the ecology of this area, and we don’t want to make it 
  worse. Valais, aren’t you ready to go? We’re departing now.” 
  Valais Durant stares for a brief moment before replying. “Yes. 
  Yes, I am ready. Pathfinders, we’re very close to the Door of 
  Seasons now, and things are about to get dangerous. Watch 
  each other’s backs and don’t be afraid to call for help.”
  ANNOUNCED CONDITIONS
  There are six conditions the House GM might announce, 
  each tied to the House completing an objective in one of 
  six mission locations. These conditions grant each table a 
  single-use benefit that the players can choose to activate 
  as a group.
   Perennial Crown
  
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  Pathfinder Society Scenario
  King in Thorns
  Mushroom Ring Disabled: At the beginning of one 
  combat encounter, the PCs can reduce their Challenge 
  Points by 2 for the purposes of scaling the encounter.
  If applied to an encounter for which this adjustment 
  would otherwise have no effect, decreases the AC, attack 
  modifiers, DCs, saving throws, and skill modifiers of 
  any creatures or hazards the PCs face by 2. Additionally, 
  decrease the DC of all skill checks during this encounter 
  by 2.
  Animals Defeated: At the start of one round of combat, 
  a group of animals rushes into battle to assist. For that 
  round, any PC making a melee Strike can treat their target 
  as flanked.
  Pathfinders Rescued: With the befuddled Pathfinders 
  protected, they can assist with medical needs. At the end 
  of one encounter, a helpful cleric casts a three-action heal, 
  recovering 1d8 Hit Points.
  Plants Cut Down: The PCs can use their experience 
  cutting through plants easily. For 1 round, the PCs can 
  ignore difficult terrain.
  Course Charted: The PCs don’t have to worry about 
  finding the path and can be on the lookout for danger. At the 
  start of one encounter, the PCs each gain a +2 circumstance 
  bonus to their initiative rolls.
  Shifters Defeated: The PCs are good at avoiding being 
  caught by surprise. For one round of combat, the PCs can’t 
  be made flat-footed.
  When the House GM says that the Door of Seasons is 
  almost within the PCs’ grasp, there are only 5 minutes 
  remaining in Part 1. Quickly bring your encounter to a 
  close and proceed to Part 2, giving the PCs a chance to 
  rest and recover.
  HOUSE GM INSTRUCTIONS
  During Part 1, the House GM is responsible for tallying the 
  number and type of each success reported and, when the 
  House has accumulated the requisite number of successes 
  for a mission, announcing that the mission is completed. 
  If displaying a visual aid, the House GM should update it 
  after the completion of each mission.
  The House’s goal is to complete as many of the missions 
  as possible before time runs out. Once the House has 
  reported enough successes, the mission is complete. Make 
  the announcement that corresponds to that location, as 
  listed below. The number of successes required depends 
  upon the size of the House—if the House has between 
  four and nine tables, they need a number of successes 
  equal to half (1/2) the number of tables. If the house has 
  10 or more tables, they need a number of successes equal 
  to three-fifths (3/5) the number of tables.
  Because tables complete and report encounters at 
  different rates, some tables may report successes for 
  missions after the House GM has already announced 
  the success condition for those missions. The House GM 
  can apply these successes to any combination of location 
  goals, helping realize goals that are nearly done or shore 
  up goals in underrepresented locations.
  When the House has acquired enough Mushroom 
  successes from area A, read the following aloud.
  The mushroom rings have been disabled! The Thorned Monarch’s 
  tide of reinforcements has slowed.
  When the House has acquired enough Animal successes 
  from area B, read the following aloud.
  Qxal’s animal allies have been defeated! The animals that remain 
  may even aid us in battle.
  When the House has acquired enough Befuddled 
  successes from area C, read the following aloud.
  Excellent teamwork, agents! We have rescued our fellow 
  Pathfinders from mortal peril! 
  When the House has acquired enough Plant successes 
  from area D, read the following aloud.
  The Thorned Monarch has enchanted the plants of this area, but 
  they were no match for the Pathfinders! The enchanted plants 
  have been defeated.
  When the House has acquired enough Charting successes 
  from area E, read the following aloud.
  Those hazards were no match for our trailblazers, Pathfinders. 
  The new course has been charted!
  When the House has acquired enough Shifted successes 
  from area F, read the following aloud.
  Qxal’s forces were tricky, but we came out on top! The shifted 
  forces have been defeated!
  After the House has successfully completed all 6 
  missions or after 115 minutes have passed, whichever 
  comes first, read or paraphrase the following to give tables 
  a 5-minute warning.
  At last, you see an archway of woven vines in the distance, filled 
  a shimmering pool of magic. Pathfinders, the Door of Seasons is 
  almost within your grasp!
  Five minutes after reading this warning, proceed to Part 2.
  
  9
  Pathfinder Society Scenario
  King in Thorns
  A. THE MUSHROOM RING 
  LOW
  Durant points out a series of small tracks. “There are fey coming 
  from somewhere around here. We think Qxal might be using 
  mushroom rings to allow their fey allies to cross over from the 
  First World to ours. See if you can find one and shut it down, but 
  be careful. By the looks of things, they’re already operational.”
  Hazard: The Thorned Monarch is using mushroom 
  rings to draw reinforcements from the First World. If the 
  Pathfinder Society can destroy the rings, they can prevent 
  some of the Thorned Monarch’s forces from even making 
  it to the fight. Unfortunately, they are already operational. 
  First, the PCs must locate a mushroom ring, which easily 
  blend into the wilderness. PCs should each attempt a DC 18 
  Perception or Survival check to notice the mushroom ring. 
  If the PCs all fail this check, then there is one pugwampi 
  who has already emerged from the mushroom ring before 
  the PCs arrive at the location, but no further checks are 
  required to find it. The mushroom ring then activates its 
  portal reaction when the PCs approach. The squares with 
  mushrooms and with water are difficult terrain. (Use the 
  map on page 10 for this area.)
  Once the PCs approach the mushroom ring, the Table 
  GM should read or paraphrase the following. 
  In the middle of a small pond, a ring of large toadstools glows 
  with a slight magical energy. The ground inside wobbles and is 
  almost translucent, as if one could step right through it.
  MUSHROOM RING 
  HAZARD 2
  Page 24
  Development: When the PCs destroy the mushroom 
  ring, the Thorned Monarch can no longer use it to bring 
  in extra reinforcements from the First World.
  Reporting: If the PCs successfully destroy the mushroom 
  ring, the table should report a Mushroom success. 
  B. IT TALKS! 
  MODERATE
  A stream nearby starts bubbling and a familiar iruxi pops his 
  head above water. “Pathfinders, do watch out for the local 
  fauna. The animals of this area are quite intriguing. I even 
  heard some speaking. Well worth further study if we can avoid 
  ending their lives with a blade.” Before anyone can respond, 
  Urwal is back underwater and swimming away.
  The water on the map is shallow; squares with water 
  are difficult terrain. Use the map on page 11 for this area.
  Creatures: A group of reptilian creatures approach the 
  PCs, looking to attack. However, the leader of the animals 
  is awakened and can speak both Common and Mwangi. 
  This animal speaks to the PCs, taunting them. The PCs 
  can try to talk the animals into a truce instead of fighting.
  The animals give the PCs sufficient time to make a case 
  before attacking, though they move around while they 
  talk. If a PC attacks an animal at any point during the 
  negotiations, then combat begins and there is no possibility 
  of a diplomatic solution. Each PC has time to attempt two 
  of the following checks to influence the animals.
  • A DC 13 Forest Lore check to explain to the 
  animals that the Pathfinders respect and care for 
  the animals’ habitat.
  • A DC 13 Performance check to entertain the 
  animals enough to agree not to fight.
  • A DC 15 Deception check to convince the animals 
  that the Thorned Monarch will betray them.
  • A DC 15 Nature check to use information about 
  the specific animals to make an argument.
  • A DC 17 Diplomacy check to simply convince the 
  animals to ally against Qxal.
  Increase the DCs of all skill checks by 1 if the table 
  has 14 or more Challenge Points. A PC who is trained 
  in a different but relevant Lore skill can attempt a check 
  with the same DC as Forest Lore. Any PC with the wild 
  empathy class feature gains a +2 circumstance bonus to 
  any check attempted. A success earns the PCs 1 Influence 
  Point and a critical success earns them 2 Influence Points, 
  while a critical failure removes 1 Influence Point. As long 
  as the PCs earn more Influence Points than the number 
  of PCs, then the awakened animal agrees not to attack. If 
  not, the animals move to attack and combat begins. Each 
  animal fights until reduced to one quarter (1/4) of its Hit 
  Points or fewer, at which time it attempts to retreat.
  AWAKENED BALL PYTHON 
  CREATURE 1
  Page 25
  VIPERS (2) 
  CREATURE –1
  Page 25
  Reporting: If the PCs successfully negotiate with the 
  animals or defeat them in combat, the table should report 
  an Animal success. 
  C. BEFUDDLED PATHFINDERS 
  LOW
  “Oh, good, you’ve made it this far,” says Valais Durant, as she 
  patches up an injured Pathfinder. “All still in one piece? Glad to 
  hear it. I think some of the newer recruits could use more help. 
  I just spotted a team heading that way to help with charting 
  the course, but they looked like they barely knew how to hold 
  a map. Could you give them a hand?”
  
  10
  Pathfinder Society Scenario
  King in Thorns
  A. The Mushroom Ring
  A. The Mushroom Ring
  Pathfinder Map Pack: Fungus Forest
  Pathfinder Map Pack: Fungus Forest
  1 square = 5 feet
  1 square = 5 feet
  Mushroom Ring
  Mushroom Ring
  PCs start here
  PCs start here
  
  11
  Pathfinder Society Scenario
  King in Thorns
  B. It Talks!
  B. It Talks!
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat: Ambush Sites Multi-Pack
  Pathfinder Flip-Mat: Ambush Sites Multi-Pack
  Animals start here
  Animals start here
  PCs start here
  PCs start here
  
  12
  Pathfinder Society Scenario
  King in Thorns
  The Thorned Monarch has disguised a large patch of 
  thorny brambles as a meadow of long grass. A group of 
  Pathfinders is about to travel through the meadow to get 
  to the other side, but they don’t realize how dangerous 
  this is. First, the PCs must attempt a DC 17 Will save 
  to recognize the terrain is disguised. PCs with the Blood 
  Offering boon from Pathfinder Society Scenario #1–16: 
  The Perennial Crown Part 1: Opal of Bhopan take a –2 
  circumstance penalty to this saving throw.
  If any PC succeeds at this saving throw, the group can 
  try to stop the befuddled Pathfinders. Each of the PCs can 
  attempt one of the following skill checks to explain to the 
  befuddled Pathfinders that the terrain has been altered to 
  appear less dangerous.
  • A DC 13 Fey Lore check to explain that the 
  Thorned Monarch is using fey magic to be tricky.
  • A DC 15 Diplomacy check to convince the 
  Pathfinders that traversing the meadow is a bad 
  idea.
  • A DC 15 Intimidation check to cow the Pathfinders 
  into going a different way.
  • A DC 17 Nature or Survival check to give evidence 
  that the meadow is much more dangerous than 
  it looks. 
  PCs who played Pathfinder Society Scenario #1–16: 
  The Perennial Crown Part 1: Opal of Bhopan gain a +2 
  circumstance bonus to checks made to convince the 
  befuddled Pathfinders. A PC who is trained in a different but 
  relevant Lore skill can attempt a check with the same DC 
  as Fey Lore. A success earns the PCs 1 Influence Point and a 
  critical success earns them 2 Influence Points, while a critical 
  failure removes 1 Influence Point. As long as the PCs earn 
  more Influence Points than half the number of PCs, then the 
  befuddled Pathfinders agree to find a different path. If not, 
  then the befuddled Pathfinders refuse to listen to the PCs 
  and start heading for the meadow. At this point, the PCs can 
  try to knock out or restrain the befuddled Pathfinders to 
  stop them if they want. If a PC kills a befuddled Pathfinder 
  in this encounter, that PC gains 1 Infamy. 
  If the PCs can’t stop the befuddled Pathfinders by force 
  or if the PCs did not spot the illusion in the first place, 
  then the befuddled Pathfinders head into the brambles and 
  are immediately stuck and bleeding. The PCs need to get 
  the befuddled Pathfinders out of the brambles before they 
  bleed to death. Any creature that enters the brambles or 
  begins a turn in the brambles takes 1d6 piercing damage 
  from the thorns (DC 13 basic Reflex save). Any creature 
  that fails or critically fails the Reflex save is immobilized 
  and takes 1 persistent bleed damage. Creatures can attempt 
  to Escape at DC 13 to remove these effects. The befuddled 
  Pathfinders all fail their initial Reflex saves when entering 
  the brambles. For tables with at least 12 Challenge Points, 
  there are more Pathfinders to save (see this encounter’s 
  entry in the Appendix on page 26).
  Creatures: Use the statistics below to represent the 
  befuddled agents. If the PCs attack them, they are outraged 
  and respond in kind, but they use nonlethal tactics 
  whenever possible. Use the map on page 13 for this area.
  ADEPT 
  CREATURE –1
  Page 26
  APOTHECARY 
  CREATURE –1
  Page 26
  COMMONER 
  CREATURE –1
  Page 26
  Reporting: If the PCs successfully convinced the 
  Pathfinders not to proceed into the meadow, stopped 
  them by force without killing any of them, or saved them 
  from the meadow’s brambles, the table should report a 
  Befuddled success. 
  D. ENCHANTED PLANTS 
  MODERATE
  “It’s just terrible,” grumbles Urwal, perched on top of a stone 
  structure. “Look at this!” He holds up a handful of freshly 
  cut vines. “Yellow musk! What a thing to introduce into this 
  environment. The Thorned Monarch will stop at nothing! Watch 
  your claws. Or toes. Or fins.” He suddenly scampers away.
  Creatures: The Thorned Monarch enchanted various 
  plant creatures in the area to attack the Pathfinder Society. 
  The plants fight to the death. Use the map on page 14 for 
  this area.
  YELLOW MUSK CREEPER 
  CREATURE 2
  Page 27
  YELLOW MUSK THRALL 
  CREATURE –1
  Page 27
  Reporting: If the PCs successfully defeat the plants, the 
  table should report a Plant success. 
  E. CHART A COURSE
  “Have you stopped for a meal yet?” asks Valais Durant. “It’s 
  important to keep up your strength. It’s close relatively, 
  but still far. And looking even further, for that matter. The 
  Thorned Monarch has added all kinds of hazards to the route 
  we mapped out ahead of time. Why don’t you see if you can 
  find a safer path?”
  
  13
  Pathfinder Society Scenario
  King in Thorns
  C. Befuddled Pathfinders
  C. Befuddled Pathfinders
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Deep Forest
  Pathfinder Flip-Mat Classics: Deep Forest
  Brambles
  Brambles
  Befuddled
  Befuddled
  Pathfinders
  Pathfinders
  PCs 
  PCs 
  start here
  start here
  
  14
  Pathfinder Society Scenario
  King in Thorns
  D. Enchanted Plants
  D. Enchanted Plants
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Deep Forest
  Pathfinder Flip-Mat Classics: Deep Forest
  Plants
  Plants
  hide here
  hide here
  PCs 
  PCs 
  start here
  start here
  
  15
  Pathfinder Society Scenario
  King in Thorns
  With a surge of primal magic, the Thorned Monarch 
  obscured the path to the Door of Seasons and filled it 
  with deadly hazards. The PCs must accomplish several 
  tasks to find a new path to the site of the Door that 
  the entire Society can use to approach. Each PC must 
  attempt a DC 17 skill check to bypass each obstacle. PCs 
  who played Pathfinder Society Scenario #1–20: The Lost 
  Legend gain a +1 circumstance bonus to checks made to 
  chart the course.
  If at least one PC succeeds, the group succeeds; for 
  groups with 12 or more Challenge Points, two successes 
  or one critical success is necessary to bypass an obstacle 
  instead (see page 39 for a description of Challenge Points). 
  If a PC casts a particularly appropriate non-cantrip spell, 
  such as gust of wind to deal with the dangerous gas, they 
  can bypass the obstacle automatically. The PCs can take 
  time to Treat Wounds in between obstacles.
  First, there is thick undergrowth where previously 
  there were clear paths. The PCs must find a better path 
  or clear a route through this brush. The skill options are:
  • Athletics to force through the brush.
  • Acrobatics to skirt it.
  • Nature to recognize the plant from a distance.
  • Survival to spot its habitat.
  Any PC who critically fails the check takes 1d6 piercing 
  damage from the brush (DC 15 basic Reflex save). 
  Next, Qxal has created pockets of dangerous gas. The 
  skill options are: 
  • Medicine to recognize the harmful gases.
  • Nature to recognize vents where gases emerge.
  • Survival to get through the pockets quickly.
  • Perception to smell the gas. 
  Any PC who critically fails the check takes 1d6 poison 
  damage (DC 15 basic Fortitude save).
  Lastly, there are sudden powerful bursts of wind that 
  can push Pathfinders off ledges or into trees. The skill 
  options are: 
  • Athletics to withstand the blast.
  • Nature to notice when the wind is about to start.
  • Survival to find a safe place to shelter.
  • Stealth to hide behind cover. 
  Any PC who critically fails the check takes 1d6 
  bludgeoning damage (DC 15 basic Fortitude save). 
  Reporting: If the PCs successfully bypass two 
  out of the three obstacles, the table should report a 
  Charting success.
  F. THE MONARCH’S FORCES 
  LOW
  “Things are not what they seem!” cries Urwal as he crawls 
  out from under a giant toadstool. “The tree, the rock, the bird, 
  even the ground! Constant vigilance is needed!”
  Creatures: The Thorned Monarch has coaxed a 
  mudwretch to the path to the Door of Seasons that the 
  Pathfinders planned to follow. The mudwretch is fiercely 
  protective of its streamside locale and it attacks any PC who 
  draws near. Use the map on page 16 for this area.
  MUDWRETCH 
  CREATURE 2
  Page 28
  Reporting: If the PCs successfully defeat the mudwretch, 
  the table should report a Shifted success. 
  ADDITIONAL ENCOUNTERS
  The following encounters provide more content for 
  tables where the players move quickly through their 
  missions and have extra time. Table GMs can use 
  these encounters at their discretion during Part 1; 
  the encounters can take place in any of the previous 
  locations, only after the PCs have successfully completed 
  all available missions. GMs can use the reverse side of 
  any appropriate Pathfinder Flip-Mat from Part 1 to add 
  variety, at their discretion.
  Reporting: If the PCs complete one of these encounters, 
  the table should report one success of a type of their 
  choice to the HQ staff.
  G1. The Infected Corpse 
  Moderate
  Creatures: A pair of fungal qlippoth took advantage of 
  the corpses left behind by the numerous animals in the 
  region. Seeking better hosts, they attack the PCs.
  CYTHNIGOTS (2) 
  CREATURE 1
  Page 29
  G2. Elemental Ally 
  Low
  Creatures: Allies of the Thorned Monarch have 
  summoned elementals to impede the Society’s progress.
  EMBER FOX 
  CREATURE 2
  Page 30
  Part 2: Opening the 
  Door
  All PCs can take an overnight rest before the Door of 
  Seasons is unsealed, as Oraiah Tolal wants the Pathfinders 
  to be fully prepared. Pathfinder Society medics heal 
  everyone completely and remove any lingering conditions 
  such as poison or disease. While the PCs rest, Oraiah Tolal 
  and Radiant Oath faction leader Valais Durant carefully 
  study the doorway. Meanwhile, the other leaders keep 
  watch in shifts, starting with Venture-Captain Bjersig 
  Torrsen and his canine companion, Mahki. 
  
  16
  Pathfinder Society Scenario
  King in Thorns
  F. The Disguised Forces
  F. The Disguised Forces
  1 square = 5 feet
  1 square = 5 feet
  Mudwretch
  Mudwretch
  Pathfinder Flip-Mat: Ambush Sites Multi-Pack
  Pathfinder Flip-Mat: Ambush Sites Multi-Pack
  PCs 
  PCs 
  start here
  start here
  M
  M
  
  17
  Pathfinder Society Scenario
  King in Thorns
  The House GM should read or paraphrase the following.
  “Well, everyone, this is it,” Oraiah Tolal begins, standing next to 
  the portal. “We have reached the Door of Seasons. This crown 
  should allow us to open it. We don’t know exactly what awaits 
  us on the other side, though we do know that it is not of this 
  world. Be prepared for anything. May Alseta guide us through 
  this passageway.” She holds the crown in front of the Door, and 
  the shimmering magic within dissipates.
  The demiplane on the other side of the door is green and 
  vibrant, but the plants take on an otherworldly quality. A half-
  orc man, his age difficult to determine, is bound by vines and 
  flowers. He looks up. His voice is halting and hoarse, as though 
  he had not used it in a long time, “Can it be...Pathfinders?”
  After a moment, Oraiah Tolal realizes who he is. “How can this 
  be? Gregaro Voth! You’re still alive!”
  The man replies, “It is me. How many years has it been? Wait, 
  there’s no time. That crown! It’s the key to this plane! We’ve got to 
  use it!” As Oraiah Tolal places the crown on Voth’s head, a strange 
  wave emanates from the crown and passes over the assembled 
  Pathfinders. Voth looks hopeful for a moment but then struggles 
  against his bonds, still held fast. 
  “That would have been too easy. It’s going to take some time 
  to harness the magic to unlock the power of the crown, and Qxal 
  won’t wait long.”
  Oraiah Tolal begins to direct the assembled forces. 
  “Pathfinders, it’s time to act! Some of you need to help Voth 
  with the crown. I’m sure we have a ritual to help him attune 
  to it. The rest of you, be on alert! The Thorned Monarch could 
  attack at any time!”
  At this time, Table GMs should have their tables decide 
  whether to help with attunement or help with defense, 
  then proceed to the appropriate mission. The PCs should 
  begin with Mission A on the appropriate track. After 
  completing Mission A, they can choose to continue on to 
  Mission B or to switch to Mission A of the other track. If 
  the PCs complete both missions for one track, they can 
  move on to Mission A of the other track. The PCs can take 
  a little over 10 minutes after each mission, enough time 
  to Treat Wounds, Refocus, or Repair their equipment, but 
  they do not have additional time to rest.
  ANNOUNCED CONDITIONS
  There are two conditions the House GM might announce, 
  each tied to the House completing an objective. These 
  conditions grant each table a benefit in the final encounter.
  Gregaro Voth Free: The Thorned Monarch and their 
  forces are weakened by the ritual’s success. The DC of all 
  fey creatures’ abilities in area J are reduced by 1.
  
  18
  Pathfinder Society Scenario
  King in Thorns
  Advance Repelled: The PCs are bolstered by defending 
  Voth from the fey onslaught. Each PC begins the 
  encounter in area J with 5 temporary Hit Points.
  When the House GM announces that the PCs have 
  an invasion to fight, Table GMs have 5 minutes to finish 
  their current encounters before the beginning of Part 3. 
  Players should not begin another mission at this point.
  HOUSE GM INSTRUCTIONS
  Once the House has reported a number of Ritual successes 
  equal to the number of tables, read the following aloud.
  The ritual is a success and Gregaro Voth is free! The demiplane 
  can’t control him any longer.
  Once the House has reported a number of Defense 
  successes equal to the number of tables, read the 
  following aloud.
  Excellent work, Pathfinders! We have repelled the Thorned 
  Monarch’s advance forces.
  When there are 5 minutes remaining in the time allowed 
  for the initial missions (70 minutes after beginning Part 2), 
  the House GM should read or paraphrase the following.
  Suddenly, there is a strange shaking, like an earthquake 
  rippling through the ground and air alike. The plants in 
  the demiplane begin to grow and change. Oraiah Tolal calls 
  out, “They’re here! The Thorned Monarch has arrived in the 
  demiplane! And they’re not alone. We have an invasion to 
  fight!”
  After 5 minutes have passed or when all Table GMs 
  are ready to move on, the House GM should continue 
  to Part 3.
  H1. ATTUNEMENT A: THE RITUAL
  Urwal climbs up a knot of vines to examine the crown atop 
  Gregaro Voth’s head. “Hmmm… the crown is living but not. 
  An object, but one that once held a soul. Yes! We can make it 
  more powerful. There is a ritual to restore the crown’s power. I 
  will gather the materials, but I need you to do the rest.”
  The Pathfinders can help Gregaro Voth use the crown 
  by performing a ritual to attune him to the artifact. 
  Instead of using the ritual rules from the Core Rulebook, 
  this ritual uses a Victory Point system as described on 
  page 19. The demiplane is infused with vast stores of 
  primal magic and is particularly mutable; together, these 
  
  19
  Pathfinder Society Scenario
  King in Thorns
  factors allow this ritual to be conducted swiftly and 
  without the ritual casters needing their own source of 
  magic. PCs who played Pathfinder Society Scenario #1–
  17: The Perennial Crown Part 2, The Thorned Monarch 
  gain a +1 circumstance bonus to all checks performed in 
  the ritual from prior experience with the crown.
  One PC acts as the primary caster for the ritual, but 
  this PC does not need to be a spellcaster. The primary 
  caster acts last. Each other PC can act as a secondary 
  caster but is not required to do so; these PCs likewise 
  do not need to be spellcasters to perform this role. Each 
  secondary caster attempts a DC 13 skill check from the 
  following options. Increase the DC by 1 if the group has 
  14 or more Challenge Points.
  • Arcana to tap into magical forces.
  • Nature to control the primal magic involved.
  • Occultism to know about binding souls to objects.
  • Performance to add finesse to the ritual.
  • Survival to find appropriate components.
  • Thievery to manipulate the ritual components.
  • Any appropriate Lore.
  A critical success generates 2 Ritual Points, a success 
  generates 1 Ritual Point, a failure generates no Ritual 
  Points, and a critical failure removes 1 Ritual Point. 
  If a secondary caster casts a thematically appropriate 
  non-cantrip spell, they automatically generate a success 
  without a skill check needed. If that spell is of the 
  highest level that PC can cast, they instead generate a 
  critical success.
  The Primary Caster can attempt only an Arcana or 
  Nature check and can’t substitute a spell for the skill 
  check. The DC of the check is 17, but the Primary Caster 
  receives a status bonus to the check equal to the number of 
  Ritual Points generated by the secondary casters. Increase 
  the DC by 1 if the group has 14 or more Challenge Points. 
  A critical success generates 4 Ritual Points, a success 
  generates 2 Ritual Points, a failure generates no Ritual 
  Points, and a critical failure removes 2 Ritual Points. 
  Reporting: If the total number of Ritual Points is at 
  least equal to the number of PCs, the ritual succeeds. The 
  table should report a Ritual success. If the PCs do not 
  earn enough Ritual Points, Voth manages to salvage the 
  ritual, though doing so clearly takes a lot out of him. The 
  PCs can now attempt Attunement B, but they do not earn 
  a Ritual success.
  H2. ATTUNEMENT B: FREEING VOTH
  “You see? The crown is more powerful now!” Urwal states 
  triumphantly. “Voth, it’s all up to you from here. Damn it, man, 
  free yourself! The crown gives you the power! Pathfinders, 
  help him see the strength he has!”
  Once Voth is attuned to the crown, he can start to 
  break free of the vines that bind him to the demiplane 
  with the PCs’ help. Each PC can attempt two DC 15 skill 
  checks, but unless the second check uses a different skill 
  than the first, it takes a –2 circumstance penalty. The 
  options are as follows: 
  • Arcana to use knowledge of magical forces.
  • Athletics to physically help pull Voth from the ties 
  that bind him to the plane.
  • Diplomacy to encourage Voth about what he 
  needs to do.
  • Nature to use knowledge of the planes.
  • Occultism to use knowledge about strange artifacts.
  • Performance to inspire Voth.
  • Any appropriate Lore.
  A critical success generates 2 Liberation Points, a 
  success generates 1 Liberation Point, a failure generates 
  no Liberation Points, and a critical failure removes 1 
  Liberation Point.
  Reporting: If the total number of Liberation Points is 
  at least equal to the number of PCs, the PCs successfully 
  free Voth from the control of the demiplane. The table 
  should report a Ritual success.
  I1. DEFENSE A: INITIAL FORCES 
  LOW
  An ethereal glow surrounds Valais as she prepares her squad 
  for battle. “We have some time before the Thorned Monarch 
  arrives, but they may have advance scouts. Watch out for the 
  early arrivals.”
  Creatures: Some of the Thorned Monarch’s forces 
  arrive ahead of the others and try to pick off unprepared 
  Pathfinders by themselves. A nuglub, estranged from the 
  other fey, looks to take out some Pathfinders by itself. 
  Use the map on page 21 for this area.
  NUGLUB 
  CREATURE 2
  Page 31
  Reporting: If the PC defeat the fey, the table should 
  report a Defense success.
  I2. DEFENSE B: THE BATTLE CONTINUES 
  MODERATE
  “Good job, Pathfinders,” says Valais. “But stay vigilant. There 
  could be more coming and Voth needs our protection.”
  Creatures: Two vexgits quickly create snares to 
  impede a group of Pathfinders and then try to attack. Use 
  the map on page 21 for this area.
  
  20
  Pathfinder Society Scenario
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  VEXGITS (2) 
  CREATURE 1
  Page 32
  Reporting: If the PC defeat the fey, the table should 
  report a Defense success.
  Part 3: The Monarch 
  Arrives
  The House GM should read the following to begin Part 3.
  As the last of the fey attackers fall, a sudden, eerie silence 
  descends over the demiplane. A vision of a green moth—their 
  body composed of thorny vines and their eyes burning with 
  alien malevolence—clouds the eyes of each Pathfinder, and a 
  sinister voice rings in every ear. “You have stolen my crown 
  and invaded my domain. I have destroyed civilizations for 
  lesser slights. None of you shall leave this place alive!”
  HOUSE GM INSTRUCTIONS
  Once the House has reported a number of Monarch 
  successes equal to the number of tables, or when only 
  15 minutes remain in which to complete the event, read 
  the Conclusion. 
  J. THE THORNED MONARCH ATTACKS 
  SEVERE
  The Thorned Monarch and their most powerful 
  allies descend on the demiplane, looking to slaughter 
  Pathfinders, take the crown and with it control of the 
  demiplane, and kill Gregaro Voth for his defiance. 
  Qxal’s forces focus on groups of Pathfinders to attack 
  while Qxal sets their sights on Voth.
  Table GMs should read or paraphrase the following.
  Urwal appears next to Valais without startling her this time. 
  Valais begins, “We’ve held off their advance forces.” Urwal 
  adds, “We have completed the ritual to make crown more 
  powerful. Voth can take control of this plane, but only if Qxal 
  doesn’t kill him.” Valais continues, “Our most experienced 
  agents are taking on the Thorned Monarch themself, but 
  we can still aid in this fight! Take out their fey forces. The 
  Thorned Monarch isn’t nearly as powerful without their 
  army.” Urwal’s eyes suddenly dart about, clearly tracking 
  something moving at an alarming speed.
  Terrain: Use the map on page 22 for this area. Green 
  areas are light underbrush, creating difficult terrain and 
  allowing creatures within to Hide and Sneak. 
  Creatures: A quickling and some mitflits try to sneak 
  up on the PCs. The mitflits cast bane and try to keep the 
  PCs occupied while the quickling uses its speed to make 
  hit-and-run attacks as quickly as possible.
  MITFLITS (2) 
  CREATURE –1
  Page 33
  QUICKLING 
  CREATURE 3
  Page 33
  Reporting: If the PCs defeat the Thorned Monarch’s 
  forces, the table should report a Monarch success. 
  If the House has not yet earned enough Monarch 
  successes and time permits, the table can choose to 
  fight one or more additional encounters. Give the PCs a 
  little over 10 minutes to rest after each encounter, after 
  which point another band of Qxal’s forces attacks. The 
  GM can use the creatures from areas D, G1, or I2 on 
  the area J map, favoring encounters the table has not 
  seen yet. Alternatively, the GM can send four mitflits at 
  the PCs (plus one mitflit for every 2 Challenge Points 
  beyond 8). Each successful encounter earns the table 
  one Monarch success.
  Conclusion
  When the tables have reported enough Monarch 
  successes, the House GM should read or paraphrase 
  the following. 
  There is a strange sensation throughout the demiplane of 
  tension being released. It’s as though the plane itself had 
  been holding its breath for a long time and finally exhaled. 
  The Thorned Monarch has fallen. Gregaro Voth, now freed 
  from his planar prison, stands before the assembled group.
  “Pathfinders, there are no words to thank you for coming 
  to my rescue. I have talked with Venture-Captain Tolal, and 
  I understand I’ve been trapped here for a great many years. 
  Unfortunately, I cannot return with you to Absalom. If I leave 
  this place, the weight of time would suddenly bear down 
  upon me, and I would immediately die. So, I shall remain here, 
  though I imagine I can make this a more palatable prison.”
  Voth, still wearing the crown, looks around him, and the 
  landscape suddenly changes. In an instant, where before 
  there was a copse of trees, there now stands a brand-new 
  Pathfinder lodge with sprawling grounds. The scene is 
  beautiful, with dozens of small buildings dotted across a 
  verdant landscape complete with tall trees, colorful flowers, 
  and chirping birds. “I suppose the adventure can come to 
  me! Please, Pathfinders, stay and enjoy a well-deserved rest. 
  Tell me of all the journeys you’ve taken and the discoveries 
  that you’ve made!”
  OBJECTIVES
  This adventure has no specific objectives. For 
  participating in this adventure, each PC earns 4 Fame 
  and 4 Reputation for their chosen faction.
  
  21
  Pathfinder Society Scenario
  King in Thorns
  I. Defense
  I. Defense
  1 square = 5 feet
  1 square = 5 feet
  Starfinder Flip-Mat: Jungle World
  Starfinder Flip-Mat: Jungle World
  
  22
  Pathfinder Society Scenario
  King in Thorns
  J. The Thorned Monarch Attacks
  J. The Thorned Monarch Attacks
  1 square = 5 feet
  1 square = 5 feet
  Mitflit
  Mitflit
  Quickling
  Quickling
  Starfinder Flip-Mat: Jungle World
  Starfinder Flip-Mat: Jungle World
  PCs start here
  PCs start here
  M
  Q
  M
  M
  Q
  
  23
  Pathfinder Society Scenario
  King in Thorns
  EPILOGUE
  As Table GMs fill out Chronicle Sheets and players 
  gather their things, the House GM should read or 
  paraphrase the following.
  After a full night’s rest, though perhaps with 
  a few odd dreams, Oraiah Tolal and Gregaro 
  Voth ask everyone to meet the next morning. 
  Agents assemble in a garden on the new 
  lodge’s grounds. 
  Gregaro Voth begins, “Pathfinders, you 
  have done amazing work, defeating the 
  Thorned Monarch and his forces after 
  making the arduous journey out 
  here.” Oraiah Tolal continues, “But 
  if Aleta smiles upon our work, 
  you will have a much easier 
  journey home.” Together, they 
  cast a spell, and a shimmering 
  archway appears. After a few 
  moments, Master of Spells 
  Sorrina Westyr and Decemvirate 
  member Eliza Petulengro walk 
  through. Westyr exclaims happily, 
  “Well done, Pathfinders, all of you!” 
  Petulengro explains more. “We’ve established a link between 
  this new lodge and the Maze of the Open Road, a hedge maze 
  and portal network that used to be carefully restricted by the 
  Decemvirate. You have more than earned a swift trip home. 
  The Decemvirate is planning to add new nodes to the maze, 
  allowing Pathfinders to swiftly travel to places far from 
  the Society’s current reach. And so, if you are ready to go 
  home, please follow me!” Petulengro and Westyr lead the 
  way through the portal, into the maze, and through another 
  archway that leads straight back to the Grand Lodge.
  FINAL CLOSING
  The House GM should close the event, thanking the 
  Table GMs, organizers, convention staff, and others 
  who helped make the event possible for their hard work, 
  and thanking the players for their support of Pathfinder 
  Society Organized Play. Finally, they should provide 
  the Table GMs and players instructions for submitting 
  reporting sheets and exiting the event.
  Gregaro Voth
  
  24
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments.
  14–18 Challenge Points: Four successes are required 
  to disable the mushroom ring.
  Scaling Encounter A
  Scaling Encounter A
  Appendix 1: Tier 1–2 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 1st-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of Organized Play 
  Tools (page 39) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  If a creature is marked “(0),” don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars).
  ENCOUNTER A 
  MUSHROOM RING 
  HAZARD 2
  RARE
  COMPLEX
  MAGICAL
  TRAP
  Stealth +8 (trained)
  Description This mushroom ring forms a portal to the First 
  World, allowing the Thorned Monarch’s reinforcements 
  into the Material Plane. When the PCs approach, a creature 
  emerges. Creatures continue to emerge until the mushroom 
  ring is disabled. Disabling the mushroom ring also causes 
  any creatures that have emerged to disappear.
  Disable Thievery DC 15 (trained) or Nature DC 18 to rearrange 
  the mushrooms to disrupt the portal (two actions)
  AC 18; Fort +11, Ref +3
  Mushroom Ring HP 32 (BT 16); Immunities critical hits, object 
  immunities, precision damage
  Portal � (magical) Trigger The PCs approach the mushroom 
  ring; Effect A pugwampi emerges from the portal to defend 
  it, and the hazard then rolls initiative.
  Routine � A pugwampi emerges from the mushroom 
  ring and defends it. All pugwampis use the mushroom 
  ring’s initiative.
  PUGWAMPI (0) 
  CREATURE 0
  NE
  TINY
  FEY
  GREMLIN
  Perception +6 (–2 to hear things); darkvision
  Languages Gnoll, Undercommon
  Skills Crafting +2, Deception +2, Nature +4, Stealth +5, 
  Thievery +5
  Str –3, Dex +3, Con +0, Int +0, Wis +2, Cha –2
  Items shortbow (60 arrows), shortsword
  AC 16, Fort +5, Ref +8, Will +6
  HP 17; Weaknesses cold iron 2
  Unluck Aura (aura, divination, mental, misfortune, primal) 20 
  feet. Creatures other than animals, gremlins, and gnolls 
  in the aura become extremely unlucky (DC 16 Will save; 
  creature must roll this Will save twice and take the worse 
  result). On a successful save, the creature is temporarily 
  immune to pugwampi unluck auras for 24 hours. On a 
  failure, the creature must roll twice and take the worse 
  result on all checks as long as it is within the aura.
  Speed 25 feet
  Melee � shortsword +8 (agile, finesse, magical, versatile S), 
  Damage 1d6–3 slashing
  Ranged � shortbow +8 (deadly 1d10, magical, range 
  increment 60 feet, reload 0), Damage 1d6 piercing
  Primal Innate Spells DC 16; 2nd speak with animals (at will); 
  Cantrips (1st) prestidigitation
  
  25
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. These adjustments are not 
  cumulative.
  10–11 Challenge Points: Add one viper to the 
  encounter.
  12–13 Challenge Points: Add two vipers to the 
  encounter.
  14–15 Challenge Points: Add one awakened ball 
  python and one viper to the encounter.
  16–18 Challenge Points: Add one awakened ball 
  python and three vipers to the encounter.
  Scaling Encounter B
  Scaling Encounter B
  ENCOUNTER B
  AWAKENED BALL PYTHON 
  CREATURE 1
  UNCOMMON
  N
  MEDIUM
  ANIMAL
  Perception +6; low-light vision, scent (imprecise) 30 feet
  Languages Common, Mwangi
  Skills Acrobatics +6, Athletics +6, Nature +4, Stealth +6, 
  Survival +4
  Str +3, Dex +3, Con +3, Int +0, Wis +1, Cha –2
  AC 16; Fort +8, Ref +10, Will +4
  HP 20
  Tighten Coils � Trigger A creature grabbed or restrained by 
  the ball python attempts to Escape. Effect The DC of the 
  Escape check is increased by 2.
  Speed 20 feet, climb 20 feet, swim 20 feet
  Melee � jaws +8, Damage 1d8+3 piercing plus Grab
  Constrict � 1d8 bludgeoning, DC 17
  Wrap in Coils � Requirement A Medium or smaller creature 
  is grabbed or restrained in the ball python’s jaws. Effect 
  The ball python moves the creature into its coils, freeing 
  its jaws to make attacks, then uses Constrict against the 
  creature. The ball python’s coils can hold one creature.
  VIPERS (2) 
  CREATURE –1
  N
  TINY
  ANIMAL
  Perception +5; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +5, Athletics +1 (+4 to Climb), Stealth +5, 
  Survival +3
  Str –3, Dex +4, Con +0, Int –4, Wis +1, Cha –2
  AC 15; Fort +2, Ref +7, Will +5
  HP 8
  Slink � Trigger A creature ends its movement adjacent to the 
  viper or within the viper’s space. Effect The viper Strides, 
  Climbs, or Swims up to 10 feet (or up to the relevant Speed, 
  if that Speed is less than 10 feet). It must end its movement 
  in a location that isn’t within 5 feet of a foe. This movement 
  doesn’t trigger reactions.
  Speed 20 feet, climb 20 feet, swim 20 feet
  Melee � fangs +8 (agile, finesse), Damage 1d8–3 piercing 
  plus viper venom
  Viper Venom (poison) Saving Throw DC 16 Fortitude; 
  Maximum Duration 4 rounds; Stage 1 1d8 poison (1 round)
  
  26
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. These adjustments are not 
  cumulative.
  12–15 Challenge Points: Add one commoner to the 
  encounter.
  16–18 Challenge Points: Add one commoner and one 
  adept to the encounter.
  Scaling Encounter C
  Scaling Encounter C
  ENCOUNTER C
  ADEPT 
  CREATURE –1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +4
  Languages Common
  Skills Arcana +5, Diplomacy +3, Occultism +7, Scribing Lore 
  +5, Society +5
  Str +0, Dex +2, Con +0, Int +3, Wis +2, Cha +1
  Items journal, robes, scroll case, writing set
  Focused Thinker � (concentrate) The adept focuses inward 
  to muster knowledge and wisdom. While in this state of 
  concentration, they gain a +2 status bonus to checks to 
  Recall Knowledge, but take a –2 penalty to Perception. They 
  can end their focused state with a single action, which has 
  the concentrate trait.
  AC 14; Fort +2, Ref +4, Will +6
  HP 8
  Speed 25 feet
  Melee � fist +6 (agile, nonlethal); Damage 1d4 bludgeoning
  Ranged � journal +6 (nonlethal, thrown 10 feet); Damage 1d6 
  bludgeoning
  Occult Spells Known DC 14; Cantrips (1st) daze, detect magic, 
  mage hand
  APOTHECARY 
  CREATURE –1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +5
  Languages Common
  Skills Crafting +5 (+8 for alchemy and medication), Medicine 
  +10, Nature +8
  Str +0, Dex +1, Con +1, Int +3, Wis +3, Cha +1
  Items lesser acid flask (2), dagger, minor elixir of life (2), 
  healer’s tools, leather apron (functions as padded armor), 
  mortar and pestle
  Medical Wisdom The apothecary can identify the effect of 
  any alchemical composition or medical ingredient using 
  only their senses. This typically takes 1 minute.
  AC 14; Fort +8, Ref +3, Will +5; +1 circumstance to all saves 
  vs. poisons
  HP 9; Resistances poison 2
  Speed 25 feet
  Melee � stone pestle +4, Damage 1d6 bludgeoning
  Melee � fist +5 (agile, nonlethal), Damage 1d4 bludgeoning
  Ranged � acid flask +5 (range increment 20 feet, splash), 
  Damage 1 acid plus 1d6 persistent acid and 1 splash acid
  COMMONER 
  CREATURE –1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +3
  Languages Common
  Skills Athletics +5, Lore (any one related to their trade) +6, 
  Society +2
  Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +0
  Items sickle
  AC 13; Fort +6, Ref +3, Will +3
  HP 10
  Speed 25 feet
  Melee � sickle +5 (agile, trip), Damage 1d4+2 slashing
  Ranged � rock +3 (thrown 10 feet), Damage 1d4+2 bludgeoning
  Power of the Mob When three or more commoners are 
  adjacent to each other, each commoner gains a +1 
  circumstance bonus to Athletic checks to Shove, attack 
  rolls, and damage rolls. 
  
  27
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments.
  10+ Challenge Points: For every 2 Challenge Points 
  beyond 8, add one yellow musk thrall to the encounter.
  Scaling Encounter D
  Scaling Encounter D
  ENCOUNTER D
  YELLOW MUSK CREEPER 
  CREATURE 2
  N
  MEDIUM
  MINDLESS
  PLANT
  Perception +4; tremorsense (imprecise) 30 feet
  Skills Stealth +6
  Str +3, Dex +2, Con +4, Int –5, Wis +0, Cha –1
  AC 18; Fort +10, Ref +6, Will +4
  HP 34; Immunities mental; Weaknesses fire 5
  Speed 5 feet
  Melee � tendril +9 (reach 10 feet), Damage 1d10+3 piercing
  Bore into Brain � (manipulate, mental) The creeper bores 
  dozens of tendrils into the brain of a Small, Medium, or 
  Large humanoid creature that’s unconscious, willing, or 
  fascinated by Spray Pollen, and within reach of the creeper’s 
  tendrils. The creature must succeed at a DC 18 Fortitude 
  save or become stupefied 1 (stupefied 2 on a critical failure). 
  Subsequent failed saves against Bore into Brain increase 
  the stupefied value. If the creature reaches stupefied 5, 
  it is turned into a yellow musk thrall (see below). Boring 
  into a creature’s brain doesn’t end fascination caused by 
  Spray Pollen.
  Spray Pollen � (mental, poison) The yellow musk creeper 
  blasts yellow pollen in either a 30-foot line or a 15-foot 
  cone. Each creature in the emanation must attempt a DC 
  20 Will save. Once a creature succeeds at any save against 
  Spray Pollen, it becomes temporarily immune for 24 hours.
  Success The creature is unaffected.
  Failure The creature is fascinated. For as long as it is 
  fascinated, it must spend each of its actions to move 
  closer to the yellow musk creeper as expediently as 
  possible, while avoiding obvious dangers. If the creature 
  is adjacent to the yellow musk creeper, it stays still and 
  doesn’t act.
  Critical Failure As failure, but the condition doesn’t end 
  automatically. The creature can attempt a new save at 
  the end of each of its turns. On a success, the fascinated 
  condition and other effects end.
  YELLOW MUSK THRALL 
  CREATURE –1
  N
  MEDIUM
  MINDLESS
  PLANT
  Perception +0; low-light vision
  Skills Athletics +5
  Str +3, Dex –2, Con +2, Int –5, Wis +0, Cha –2
  Slow A yellow musk thrall is permanently slowed 1 and can’t 
  use reactions.
  AC 14; Fort +6, Ref +0, Will +2
  HP 12; Immunities mental; Weaknesses fire 5
  Entangling Tendrils (aura) 5 feet. When the thrall ends its 
  movement next to a creature, or a creature ends its turn 
  next to the thrall, that creature must succeed at a DC 14 
  Reflex save or be grabbed by the tendrils.
  Speed 25 feet
  Melee � fist +7, Damage 1d4+3 bludgeoning plus Grab and 
  pollen touch
  Limb Extension � Trigger The yellow musk thrall is reduced 
  to 4 HP or fewer; Effect Creeper tendrils tear through the 
  thrall’s limbs, causing its forearms to tear loose. The thrall’s 
  melee reach increases by 5 feet.
  Pollen Touch When the thrall strikes a creature, that creature 
  is exposed to yellow musk creeper pollen, as Spray Pollen 
  (DC 14). The creature is fascinated by the yellow musk 
  creeper that spawned the thrall, not by the thrall itself.
  
  28
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments.
  10–11 Challenge Points: Give the mudwretch 10 
  additional Hit Points.
  12–13 Challenge Points: Add one spear frog to the 
  encounter.
  14–15 Challenge Points: Add one spear frog to the 
  encounter and give the mudwretch 10 additional Hit 
  Points.
  16–18 Challenge Points: Add two spear frogs to the 
  encounter.
  Scaling Encounter F
  Scaling Encounter F
  ENCOUNTER F
  MUDWRETCH 
  CREATURE 2
  N
  MEDIUM
  EARTH
  ELEMENTAL
  WATER
  Perception +9; darkvision
  Languages Terran
  Skills Athletics +8, Stealth +6
  Str +4, Dex +0 Con +3, Int –2, Wis +3, Cha +0
  Muddy Field (aura) 10 feet. The ground in the area is difficult 
  terrain for all non-mudwretch creatures.
  AC 16; Fort +11, Ref +4, Will +9
  HP 40; Immunities bleed, critical hits, paralyzed, poison, 
  sleep; Weaknesses fire 5; Resistances acid 3, physical 3 
  (except bludgeoning)
  Susceptible to Desiccation If a mudwretch takes any damage 
  from horrid wilting or a similar effect, takes 10 or more fire 
  damage from a single effect, or spends more than 24 hours 
  outside of a source of sufficient hydration (such as a swamp, 
  river, well, or recent rainfall), it becomes dehydrated. While 
  dehydrated, the mudwretch can’t Spew Mud, is sickened 
  2, and is slowed 1 until it either fully immerses in water, 
  spends 1 minute in the rain, or rehydrates in another way 
  (such as via Gory Hydration).
  Speed 20 feet, swim 20 feet
  Melee � fist +10 (agile), Damage 1d8+4 bludgeoning plus Grab
  Constrict � 1d8+2 bludgeoning, DC 18
  Gory Hydration � Requirements The mudwretch is 
  dehydrated; Trigger The mudwretch deals Constrict damage 
  to a living creature that has blood; Effect The mudwretch 
  squeezes harder, dealing 1d6 persistent bleed damage to 
  the target. The mudwretch absorbs this blood, removing 
  any penalties it had as a result of being dehydrated.
  Mud Puddle [one-action] (concentrate) Until it next acts, the 
  mudwretch appears to be an ordinary puddle of mud. It has 
  an automatic result of 20 on Deception checks to pass as 
  a mud puddle and can make a fist Strike against a creature 
  that walks onto the mud puddle as a reaction.
  Spew Mud � (conjuration, primal) The mudwretch 
  spews a 20-foot line of pressurized mud that deals 2d10 
  bludgeoning damage (DC 18 basic Reflex save). On a critical 
  failure, a creature also takes a –10-foot status penalty to its 
  Speeds for 1 round. The mudwretch can’t Spew Mud again 
  for 1d4 rounds.
  SPEAR FROG (0) 
  CREATURE 0
  N
  TINY
  ANIMAL
  Perception +6; low-light vision
  Skills Acrobatics +5, Athletics +0 (+6 to Climb, High Jump, 
  Long Jump, and Swim)
  Str –2, Dex +3, Con +1, Int –4, Wis +2, Cha +0
  AC 14; Fort +5, Ref +7, Will +6
  HP 12
  Toxic Skin Anytime a creature touches the spear frog or 
  an adjacent creature Strikes the spear frog with a melee 
  attack, that creature is exposed to spear frog venom.
  Speed 20 feet, climb 20 feet, swim 20 feet
  Melee � jaws +7 (agile, finesse), Damage 1d6 piercing plus 
  spear frog venom
  Spear Frog Venom (poison) Saving Throw DC 15 Fortitude; 
  Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 
  round); Stage 2 1d6 poison damage and enfeebled 1 (1 round)
  Sticky Feet Spear frogs are not flat-footed when Balancing on 
  a narrow surface, and they gain a +4 bonus to Reflex saves 
  to avoid falling.
  
  29
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. These adjustments are not 
  cumulative.
  10–11 Challenge Points: Give each cythnigot 5 
  additional Hit Points.
  12–13 Challenge Points: Add an additional cythnigot 
  to the encounter.
  14–15 Challenge Points: Add an additional cythnigot 
  to the encounter and give all three cythnigots 5 
  additional Hit Points.
  16–18 Challenge Points: 
  Add 
  two 
  additional 
  cythnigots to the encounter.
  Scaling Encounter G1
  Scaling Encounter G1
  ENCOUNTER G1
  CYTHNIGOTS (2) 
  CREATURE 1
  UNCOMMON
  CE
  TINY
  FIEND
  QLIPPOTH
  Perception +5; darkvision
  Languages Abyssal; telepathy (touch only)
  Skills Acrobatics +6, Occultism +7, Stealth +6
  Str +1, Dex +3, Con +4, Int +2, Wis +2, Cha +1
  AC 16; Fort +9, Ref +6, Will +5
  HP 14; Immunities controlled, fear; Weaknesses lawful 3; 
  Resistances mental 3, physical 3 (except cold iron)
  Speed 30 feet, fly 40 feet
  Melee � bite +8 (agile, chaotic, finesse, magical), Damage 
  1d10+1 piercing plus 1d4 chaotic and tangle spores
  Occult Innate Spells DC 17; 4th read omens; 2nd detect 
  alignment (at will, lawful only), paranoia; 1st phantom pain; 
  Cantrips (1st) daze, detect magic
  Sickening Display � (concentrate, emotion, enchantment, 
  fear, mental, occult, visual) The cythnigot presents its awful 
  appearance fully, and creatures in a 10-foot emanation 
  must attempt a DC 17 Will save. Once a creature attempts 
  this save, it’s temporarily immune to further Sickening 
  Displays for 1 minute.
  Critical Success The creature is unaffected.
  Success The creature is flat-footed until its next turn.
  Failure The creature is sickened 1, and is flat-footed for as 
  long as it’s sickened.
  Critical Failure The creature is sickened 2 and is flat-footed 
  for as long as it’s sickened.
  Tangle Spores (disease) A creature bitten by a cythnigot 
  becomes afflicted by fast-growing spores that swiftly grow 
  into twitching spikes and hideous pallid growths of hairlike 
  fibers. These growths erupt from the bite wound and writhe 
  and wrap around the creature’s limbs. Plant creatures take 
  a –2 circumstance penalty to save against tangle spores; 
  Saving Throw DC 17 Fortitude; Maximum Duration 6 
  rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 1 and 
  flat-footed (1 round); Stage 3 clumsy 2, flat-footed, and if 
  you attempt a manipulate action, you must succeed at a 
  DC 5 flat check or it’s lost; roll the check after spending the 
  action, but before any effects are applied (1 round).
  
  30
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. These adjustments are not 
  cumulative.
  10–11 Challenge Points: Give the ember fox 15 
  additional Hit Points.
  12–13 Challenge Points: The PCs face an ember fox 
  with the elite adjustment. To apply this adjustment, 
  give the ember fox 15 additional Hit Points and increase 
  its AC, attack modifiers, DC, saving throws, Perception, 
  and skill modifiers by 2. Additionally, increase the 
  damage of its strikes by 2.
  14–15 Challenge Points: Add a fire mephitis to the 
  encounter.
  16–18 Challenge Points: Add a fire mephitis to the 
  encounter and give the ember fox 15 additional Hit 
  Points.
  Scaling Encounter G2
  Scaling Encounter G2
  ENCOUNTER G2
  EMBER FOX 
  CREATURE 2
  NG
  SMALL
  ELEMENTAL
  FIRE
  Perception +8; darkvision
  Languages Ignan (can’t speak any language)
  Skills Acrobatics +8, Athletics +5, Stealth +8
  Str +1, Dex +4, Con +2, Int –2, Wis +2, Cha +1
  AC 18; Fort +6, Ref +10, Will +8
  HP 35; Immunities bleed, fire, paralyzed, poison, sleep; 
  Weaknesses cold 5
  Cloak in Embers [reaction] Trigger An adjacent ally is targeted 
  by an effect that deals fire damage; Effect The ember fox 
  drapes itself across its ally, granting the ally fire resistance 
  10 against the incoming attack.
  Speed 30 feet
  Melee � jaws +10 (agile, finesse), Damage 1d4+3 piercing 
  plus 1d4 persistent fire
  FIRE MEPHIT (0) 
  CREATURE 1
  N
  SMALL
  ELEMENTAL
  FIRE
  Perception +3; darkvision, smoke vision
  Languages Ignan
  Skills Acrobatics +7, Deception +7
  Str +0, Dex +4, Con +0, Int –2, Wis +0, Cha +2
  Smoke Vision The fire mephit ignores the concealed condition 
  from smoke.
  AC 17; Fort +3, Ref +9, Will +7
  HP 16, fast healing 2 (while touching fire); Immunities bleed, 
  fire, paralyzed, poison, sleep; Weaknesses cold 3 
  Speed 20 feet, fly 25 feet
  Melee � jaws +9 (finesse), Damage 1d6 piercing and 1d4 fire
  Arcane Innate Spells DC 15; Cantrips (1st) daze, light
  Breath Weapon � (arcane, fire) The fire mephit breathes 
  flames in a 15-foot cone that deals 2d4 fire and 1d4 
  persistent fire damage to each creature within the area 
  (DC 17 basic Reflex save). The fire mephit can’t use Breath 
  Weapon again for 1d4 rounds.
  
  31
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. These adjustments are not 
  cumulative
  10–11 Challenge Points: Give the nuglub 15 additional 
  Hit Points.
  12–13 Challenge Points: Add one pugwampi to the 
  encounter.
  14–15 Challenge Points: Give the nuglub 15 additional 
  Hit Points and add one pugwampi to the encounter.
  16–18 Challenge Points: Add two pugwampis to the 
  encounter.
  Scaling Encounter I1
  Scaling Encounter I1
  ENCOUNTER I1
  NUGLUB 
  CREATURE 2
  CE
  SMALL
  FEY
  GREMLIN
  Perception +5; darkvision
  Languages Undercommon
  Skills Acrobatics +8, Crafting +5 (+7 traps), Intimidation +7, 
  Stealth +8
  Str +1, Dex +4, Con +3, Int –1, Wis –1, Cha +1
  AC 18; Fort +9, Ref +10, Will +5
  HP 34; Weaknesses cold iron 2
  Kneecapper � Trigger A Medium creature within the nuglub’s 
  reach leaves a square during its move action; Effect The 
  nuglub lashes out at the triggering creature’s knees and 
  tries to knock them prone. The nuglub makes an Acrobatics 
  check against the creature’s Reflex DC. On a success, the 
  target falls and lands prone.
  Speed 30 feet, climb 20 feet
  Melee � bite +11 (finesse), Damage 1d8+1 piercing plus Grab
  Melee � claw +11 (agile, finesse), Damage 1d6+1 slashing
  Primal Innate Spells DC 18, attack +8; 2nd shatter; 1st grease, 
  shocking grasp; Cantrips (1st) prestidigitation
  Sneak Attack A nuglub’s Strikes deal an additional 1d6 
  precision damage to flat-footed targets, or 1d10 if the target 
  is prone.
  PUGWAMPI (0) 
  CREATURE 0
  NE
  TINY
  FEY
  GREMLIN
  Perception +6 (–2 to hear things); darkvision
  Languages Gnoll, Undercommon
  Skills Crafting +2, Deception +2, Nature +4, Stealth +5, 
  Thievery +5
  Str –3, Dex +3, Con +0, Int +0, Wis +2, Cha –2
  Items shortbow (60 arrows), shortsword
  AC 16, Fort +5, Ref +8, Will +6
  HP 17; Weaknesses cold iron 2
  Unluck Aura (aura, divination, mental, misfortune, primal) 20 
  feet. Creatures other than animals, gremlins, and gnolls 
  in the aura become extremely unlucky (DC 16 Will save; 
  creature must roll this Will save twice and take the worse 
  result). On a successful save, the creature is temporarily 
  immune to pugwampi unluck auras for 24 hours. On a 
  failure, the creature must roll twice and take the worse 
  result on all checks as long as it is within the aura.
  Speed 25 feet
  Melee � shortsword +8 (agile, finesse, magical, versatile S), 
  Damage 1d6–3 slashing
  Ranged � shortbow +8 (deadly 1d10, magical, range 
  increment 60 feet, reload 0), Damage 1d6 piercing
  Primal Innate Spells DC 16; 2nd speak with animals (at will); 
  Cantrips (1st) prestidigitation
  
  32
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. These adjustments are not 
  cumulative
  10–11 Challenge Points: Give each vexgit 10 
  additional Hit Points.
  12–13 Challenge Points: Add one vexgit to the 
  encounter.
  14–15 Challenge Points: Add one vexgit to the 
  encounter and give each vexgit 10 additional Hit Points.
  16–18 Challenge Points: Add two vexgits to the 
  encounter.
  Scaling Encounter I2
  Scaling Encounter I2
  ENCOUNTER I2
  VEXGITS (2) 
  CREATURE 1
  LE
  TINY
  FEY
  GREMLIN
  Perception +6; darkvision
  Languages Undercommon
  Skills Acrobatics +7, Athletics +6, Crafting +6 (+8 traps), Nature 
  +6, Stealth +5 (see clacking exoskeleton), Thievery +7
  Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +0
  Items maul
  Clacking Exoskeleton A creature that can hear gains a +2 
  circumstance bonus to its Perception DC against a vexgit’s 
  attempts to Sneak.
  AC 16; Fort +5, Ref +9, Will +6
  HP 24; Weaknesses cold iron 2
  Speed 20 feet, climb 20 feet
  Melee � maul +8 (shove), Damage 1d12+1 bludgeoning plus 
  Destructive Smash
  Melee � bite +11 (agile, finesse), Damage 1d6+1 piercing
  Primal Innate Spells DC 17; 1st alarm; Cantrips (1st) 
  prestidigitation
  Destructive Smash A vexgit’s maul Strike against an object 
  deals ignores up to 5 of the object’s Hardness.
  Gremlin Snare � (conjuration, primal) Frequency once per 
  hour; Effect The vexgit creates a snare of their level or lower 
  that normally takes 1 minute to craft at no cost. A single 
  vexgit can maintain one gremlin snare at a time—if they 
  create a new snare, the previously created one vanishes.
  Rusting Grasp � (primal, transmutation) Frequency once 
  per hour; Effect The vexgit makes a +9 spell attack against 
  a creature or unattended object. If they succeed, the vexgit 
  deals 1d6 damage (doubled on a critical hit) to a metal item 
  the target is wearing or holding, ignoring its Hardness. 
  If they hit an unattended metal item, the item takes this 
  damage automatically. If a creature uses Shield Block with a 
  metal shield against this attack, the shield is automatically 
  broken, but no other item is rusted on that attack.
  Speedy Sabotage When a vexgit succeeds or critically 
  succeeds at a check to Disable a Device, they gain an 
  additional success toward disabling a complex device.
  
  33
  Pathfinder Society Scenario
  King in Thorns
  To adjust for the PCs’ overall strength, make the 
  following adjustments. 
  10+ Challenge Points: For every 2 Challenge Points 
  beyond 8, add an additional mitflit to the encounter.
  Scaling Encounter J
  Scaling Encounter J
  ENCOUNTER J
  MITFLITS (2) 
  CREATURE –1
  LE
  SMALL
  FEY
  GREMLIN
  Perception +4; darkvision, scent (imprecise) 30 feet
  Languages Undercommon
  Skills Acrobatics +5, Diplomacy +1 (+7 vs. arthropods), Nature 
  +3, Stealth +5, Thievery +5
  Str –1, Dex +3, Con +0, Int –1, Wis +1, Cha –1
  Self-Loathing (emotion, mental) A mitflit’s self-loathing makes 
  it easy to influence. It takes a –4 penalty to its Will DC 
  against checks to Coerce, Demoralize, Make an Impression, 
  and Request.
  Vermin Empathy Mitflits can use Diplomacy to Make an 
  Impression on and Request things of arthropods (insects, 
  spiders, scorpions, crabs, and similar invertebrate animals). 
  Most arthropods have a starting attitude of indifferent 
  to mitflits.
  Items dart (10), shortsword
  AC 15; Fort +2, Ref +7, Will +4
  HP 10; Weaknesses cold iron 2
  Speed 20 feet; climb 20 feet
  Melee � shortsword +8 (agile, finesse, versatile S), Damage 
  1d6–1 piercing
  Ranged � dart +8 (agile, range increment 20 feet, thrown), 
  Damage 1d4–1 piercing
  Primal Innate Spells DC 16; 2nd speak with animals (at will; 
  arthropods only); 1st bane; Cantrips (1st) prestidigitation
  Vengeful Anger (emotion, mental) As long as it isn’t frightened, 
  a mitflit gains a +2 status bonus to damage rolls against a 
  creature that has previously damaged or tormented it.
  QUICKLING 
  CREATURE 3
  UNCOMMON
  CE
  SMALL
  FEY
  Perception +9; low-light vision
  Languages Aklo, Common, Sylvan
  Skills Acrobatics +13, Crafting +8, Deception +8, Nature +8, 
  Stealth +11, Survival +6, Thievery +11
  Str +0, Dex +4, Con +1, Int +3, Wis +1, Cha +3
  Items lethargy poison (3 doses), shortsword
  AC 22; Fort +6, Ref +13, Will +8
  HP 25; Weaknesses cold iron 5
  Slow Susceptibility The quickling takes a –2 status penalty 
  to saving throws against effects that cause the slowed 
  condition. If the quickling ever becomes slowed, they lose 
  their supernatural speed, can’t Fade from View, and become 
  sickened 1 for the duration of the slow. They also can’t reduce 
  this sickened condition for the duration of the slowed effect.
  Can’t Catch Me � Trigger The quickling is targeted by a Strike; 
  Effect The quickling darts aside, gaining a +2 circumstance 
  bonus to AC, then Strides up to half their Speed after the 
  Strike resolves.
  Speed 100 feet
  Melee � shortsword +11 (agile, finesse, versatile S), Damage 
  1d6+2 piercing plus lethargy poison
  Primal Innate Spells DC 20; 2nd shatter; 1st ventriloquism; 
  Cantrips (2nd) dancing lights, prestidigitation
  Fade from View � Requirements The quickling used no 
  attack, manipulate, or move actions in the previous round; 
  Effect The quickling becomes invisible until it uses an 
  attack, manipulate, or move action. The quickling can’t use 
  Fade from View again for 1d4 rounds.
  Sneak Attack The quickling’s Strikes deal an extra 1d6 
  precision damage to flat-footed creatures.
  Supernatural Speed The quickling’s speed, combined with 
  nearly instantaneous acceleration and deceleration, 
  enables them to move in astonishing ways. As long as they 
  have a firm surface to travel across, they can Stride their 
  full movement vertically or horizontally. They can even run 
  across unstable surfaces, such as water, in the same way, 
  although dangerous surfaces (acid, lava, etc.) harm them 
  as normal. They must end their movement on a horizontal 
  surface capable of bearing their weight or else they fall.
  
  34
  Pathfinder Society Scenario
  King in Thorns
  Appendix 2: Art and Handouts
  Oraiah Tolal
  Khoumrock Blackthane
  Perennial Crown
  Calisro Benarry
  
  35
  Pathfinder Society Scenario
  King in Thorns
  Valais Durant
  Urwal
  Fola Barun
  Bjersig Torrsen
  Appendix 2: Art and Handouts
  
  36
  Pathfinder Society Scenario
  King in Thorns
  Gregaro Voth trapped
  Gregaro Voth
  Thorned Monarch reborn
  Appendix 2: Art and Handouts
  Door of Seasons
  
  37
  Pathfinder Society Scenario
  King in Thorns
  Handout: Aid Token Reference
  Handout: Aid Token Reference
  Each table beings with four Aid Tokens the players can pass to other tables at different points during the event. These 
  starting tokens represent extra help that their PCs give to those of other tables, so a table cannot use its own tokens. 
  Before passing a token, one PC at the table can perform a particular action to boost the effect. If they succeed, check the 
  Boosted box on the Aid Token; no matter what, record the name of the PC. The table can attempt an action to boost an Aid 
  Token only once. If it’s easier, the Table GM may wish to have players roll for all boosts during mustering.
  Tables can use Aid Tokens they receive from other tables whenever they like, and they can use any number in the same 
  encounter. Each Aid Token can be used only once.
  Allied Offensive
  Other Pathfinders assist your attack, increasing the damage you deal by the listed amount. 
  To Boost: Succeed at an attack roll against an AC equal to the target DC in the table below.
  Boosted Effect: Increase the damage dealt by 1d6.
  Burst of Healing
  A fellow Pathfinder heals all the PCs by the listed amount.
  To Boost: Cast one spell with the healing trait or succeed at a Medicine check against the listed DC.
  Boosted Effect: Increase the healing by 1d8.
  Timely Inspiration
  A fellow Pathfinder grants the benefits of a bard’s inspire courage focus cantrip to all PCs for 1 round (a +1 status bonus 
  to attack rolls, damage rolls, and saves against fear effects).
  To Boost: Succeed at a Performance check against the listed DC.
  Boosted Effect: Increase the duration by 2 rounds.
  Provide Knowledge
  Gain the benefits of an automatic success on a check to Recall Knowledge.
  To Boost: Attempt an Arcana, Nature, Occultism, or Religion check against the listed DC.
  Boosted Effect: Gain the benefits of an automatic critical success on a check to Recall Knowledge.
  TARGET DCS
  LEVELS
  TARGET DC
  1–2
  17
  3–4
  20
  5–6
  22
  7–8
  25
  BENEFITS
  LEVELS
  ALLIED OFFENSIVE
  BURST OF HEALING
  1–2
  1d6
  1d8
  3–4
  2d6
  2d8
  5–6
  3d6
  3d8
  7–8
  4d6
  4d8
  
  38
  Pathfinder Society Scenario
  King in Thorns
  Allied Offensive
  Allied Offensive
  Provide Knowledge
  Provide Knowledge
  Burst of Healing
  Burst of Healing
  Timely Inspiration
  Timely Inspiration
  Aid Character Name:____________________________
  Boosted □
  Aid Character Name:____________________________
  Boosted □
  Aid Character Name:____________________________
  Boosted □
  Aid Character Name:____________________________
  Boosted □
  
  39
  Pathfinder Society Scenario
  King in Thorns
  Organized Play Tools
  Treasure Table
  LEVEL
  GOLD EARNED
  1
  14 gp
  2
  22 gp
  CHRONICLE SHEET 
  Unlike a typical scenario, King in Thorns does not have 
  Treasure Bundles. PCs automatically earn the amount of 
  gold listed above for completing the scenario.
  CHALLENGE POINTS
  Challenge Points are a system for scaling the difficulty 
  of encounters appropriately for groups of mixed size 
  and level. Total up the number of Challenge Points your 
  group has.
  • 1st-level PCs = 2 points each
  • 2nd-level PCs = 3 points each
  Use this total whenever the adventure calls for using 
  the number of Challenge Points to adjust the adventure’s 
  difficulty.
  
  40
  Pathfinder Society Scenario
  King in Thorns
  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:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
  41
  Pathfinder Society Scenario
  King in Thorns
  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.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  and Robert J. Schwalb.
  Armies of the Abyss © 2002, Green Ronin Publishing; Authors: Erik Mona and Chris Pramas.
  The Avatar’s Handbook © 2003, Green Ronin Publishing; Authors: Jesse Decker and Chris Thomas-
  son.
  Book of the Righteous © 2002, Aaron Loeb.
  Legions of Hell © 2001, Green Ronin Publishing; Author: Chris Pramas.
  The Unholy Warrior’s Handbook © 2003, Green Ronin Publishing; Author: Robert J. Schwalb.
  Quickling from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
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  by Albie Fiore. 
  Yellow Musk Zombie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Albie 
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  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Stephen Radney-MacFarland, and Mark Seifter.
  Pathfinder Society Scenario #2–00: King in Thorns (Levels 1–2) © 2020, Paizo Inc.; Authors: Kate 
  Baker and Dennis Muldoon.
  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, 
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  Open Game Content: Except for material designated as Product Identity, the game mechanics 
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  Pathfinder Society Scenario #2–00: The King in Thorns (Levels 1–2) © 2020, Paizo Inc. All Rights 
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  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
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  Organized Play Managing Developer • Linda Zayas-Palmer
  Developers • James Case, Eleanor Ferron, Jason Keeley, Luis Loza, Ron 
  Lundeen, Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Society Developer • Michael Sayre
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designer • Lyz Liddell
  Managing Editor • Judy Bauer
  Senior Editor • Leo Glass
  Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and 
  Lu Pellazar
  Managing Art Director • Sonja Morris
  Art Directors • Kent Hamilton and Adam Vick 
  Senior Graphic Designer • Emily Crowell
  Graphic Designer • Tony Barnett
  Director of Brand Strategy • Mark Moreland
  Paizo CEO • Lisa Stevens
  President • Jeffrey Alvarez
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • David Reuland
  Chief Technical Officer • Vic Wertz
  Director of Project Management • Glenn Elliott
  Project Coordinator • Michael Nzazi
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel
  Accountant • William Jorenby
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Virginia Jordan, Samantha Phelan, 
  Calliope Taylor, and Diego Valdez
  Warehouse Team • Mika Hawkins, Heather Payne, Jeff Strand, and Kevin 
  Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, 
  Erik Keith, Josh Thornton, and Andrew White
  
  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
  Levels 1–2
  2
  K1A2
  Herolab Code
  Character Chronicle #
  Scenario #2–00: 
  King in Thorns (Levels 1–2)
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  With the artifact Perennial Crown in hand, a large group of Pathfinder agents set off for the Door of Seasons, a gateway to a mysterious 
  demiplane. The creator of the demiplane, the Thorned Monarch Qxal, used magical trickery and sent hordes of fey allies to try to stop 
  you. When you reached the demiplane, you found one of the founding members of the Pathfinder Society, Gregaro Voth, whose life 
  had been sustained over the centuries by the magic around him. By working together with Voth, you managed to take control of the 
  demiplane. You thwarted the Thorned Monarch’s final assault. Thanks to your efforts, what had once been the evil fey’s stronghold is 
  now a new Pathfinder lodge.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/King of Thorns/PF2 S02-00 King in Thorns [Tiers 1-2].pdf