TEXT: By Christopher Wasko
  Lost on the Spirit Road
  PATHFINDER SOCIETY SCENARIO #1–06 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Repeatable
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides. 
  Pathfinder Society Scenario #1–06: Lost on the Spirit Road is a Pathfinder Society 
  Scenario designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). 
  As a scenario, this adventure is designed to take about 4 hours to play. It is designed for 
  play in the Pathfinder Society Organized Play campaign, but can easily be adapted for 
  use with any world. For more information on the Pathfinder Society campaign, how to 
  read the attached Chronicle sheets, and how to find games in your area, check out the 
  campaign’s home page at PathfinderSociety.club.
  How to Play
  GM Resources
  Lost on the Spirit Road makes use of the Pathfinder Core Rulebook and Pathfinder 
  Bestiary. This adventure assumes the GM has access to these sourcebooks. All rules 
  referenced in this adventure are available in the free online Pathfinder Reference 
  Document at pfrd.info, and the creature stat blocks are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  Lost on the Spirit Road . . . . . . . . . . . . . . . . . . . . . . .3
  Appendices  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .42
  Treasure and Reporting.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .49
  AUTHOR
  Christopher Wasko
  DEVELOPMENT LEAD
  Linda Zayas-Palmer
  ADDITIONAL DEVELOPMENT
  Vanessa Hoskins, Michael Sayre
  EDITING LEAD
  Adrian Ng
  EDITOR
  Leo Glass
  CONTRIBUTING ARTISTS
  Jim Nelson, Leonardo Santanna, and Kieran Yanner
  CARTOGRAPHERS
  Corey Macourek
  COVER ARTIST
  Leonardo Santanna
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PROGRAM MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Lost on the Spirit Road
  •Forest of 
  Spirits
  •Minkai
  TIAN XIA
  By Christopher Wasko
  GM Synopsis: In this replayable scenario, the PCs 
  recover a relic lost in transit in the Forest of Spirits. 
  This scenario involves variable elements, including 
  combat threats and minor roleplaying and investigation 
  segments. The GM can choose which elements to use or 
  determine them randomly.
  Adventure Background
  Venture-Captain Amara Li has been expanding a 
  collection of storied Tien relics, with the aim of creating 
  several museums open to the public across Tian Xia. Her 
  first such museum is near the Lantern Lodge in Goka, 
  where she typically conducts operations. Recently, she 
  has been spending much of her time in Minkai. She 
  hopes to capitalize upon Minkai’s increasing openness to 
  faraway nations to set the foundations for a Pathfinder 
  lodge. She plans to use a museum as a way to gather 
  interest and support for the Pathfinder Society, and she 
  has put out a call to Pathfinders from across the world 
  to help her in this new endeavor. These Pathfinders have 
  been making connections, helping with archival work, 
  and working as guards to ensure that the relics that 
  Venture-Captain Li purchases or receives as donations 
  safely make it to the museum. 
  But even with guards, not every relic reaches its 
  destination safely. A collector from Taldor recently 
  donated her collection of artifacts from Tian Xia to 
  Amara Li’s cause, and Li hired out space on a series of 
  caravans to make the long journey north through the 
  continent of Avistan, across the frozen Crown of the 
  World, down through the steppes of Hongal. She sent 
  Pathfinders up to the Hongal to accompany the caravan 
  for the last stage of its journey, through the Forest of 
  Spirits to Minkai. 
  Amara Li understands that the journey is lengthy, 
  but she has become increasingly concerned. The letters 
  and reports she received from these Pathfinder agents 
  indicate that they made it to the Forest of Spirits, but 
  she has heard nothing from them since. All evidence 
  indicates that the caravan disappeared somewhere in 
  the Forest of Spirits. While this supernatural coniferous 
  wood can be perilous to those who disrespect the 
  mystical forces within it, particularly the guardians of 
  nature known as kami, those who stay close to the road 
  rarely encounter trouble.
  Unbeknownst to Amara Li or the person who 
  donated it, the relic housed an imprisoned kodama 
  kami, a guardian of wild trees. Entering the forest near 
  its warded grove allowed it to reawaken and exert 
  influence on the surrounding wilderness. The kami 
  convinced the Pathfinders on the caravan to take an old 
  side road and then travel off into the forest, returning 
  it to its old ward. This spiritual activity also drew the 
  attention of a kitsune named Dorobu, who tracked 
  down the caravan and seized its most valuable goods, 
  including the kami’s prison. Other forces within the 
  forest also scheme to hunt down the source of spiritual 
  energy, hoping to use it for nefarious ends. To protect 
  the kodama from destruction at the hands of nefarious 
  forces, a group of spirits has been attempting to lead 
  these nefarious forces in circles, all the while guiding the 
  caravan toward the thief so that they can reclaim the 
  relic and carry the poor kami back to its ward. Yet time 
  and again, the thief has slipped away from the caravan. 
  While everyone trapped in this circular chase continues 
  to grow more and more frustrated, the deadlock shows 
  no sign of breaking without outside assistance. 
  Adventure Synopsis
  The PCs retrace the caravan’s steps, finding a village 
  on the outskirts of the Forest of Spirits. By asking the 
  locals and looking for clues, the PCs learn the caravan 
  recently passed through the village and determine the 
  caravan’s route into the woods. Before the PCs leave, 
  minions of an aggressive force lurking in the forest 
  take notice of the PCs’ arrival and attack. After dealing 
  with this threat, the PCs continue their investigation.
  Lost on the Spirit Road begins in northern Minkai. The 
  PCs quickly travel into the Forest of Spirits, a dense 
  and frigid pine forest home to numerous supernatural 
  forces. For more information on Minkai and the Forest 
  of Spirits, see Pathfinder Campaign Setting: Dragon 
  Empires Gazetteer, available in hobby and game stores 
  and online at paizo.com.
  WHERE ON GOLARION?
  
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  Pathfinder Society Scenario
  Lost on the Spirit Road
  Amara Li
  Following the caravan’s trail, the PCs encounter two 
  benign spirits in the forest. The PCs can allow these spirits 
  to possess them temporarily to receive the spirits’ 
  knowledge of the caravan, which appears to 
  have been robbed by a kitsune thief. Shortly 
  afterwards, the PCs find the disoriented 
  caravan attacked by yet another threat. Once 
  the PCs neutralize the danger, the travelers 
  relay that the forest began acting strangely 
  as they entered its boundaries, and that they 
  were robbed shortly before they got lost.
  The PCs track down the thief and attempt to 
  pry some answers from him. Depending on the 
  PCs’ persuasiveness, the thief details the nature 
  of the relic as a kami’s prison, the 
  origins of the violent forces seeking the 
  relic, and his motivations for getting 
  involved. This might include the thief 
  returning his stolen treasure if the PCs 
  prove particularly convincing. With 
  this information, the PCs are poised to 
  confront the ringleader of the attacks, 
  preventing further aggression and 
  recovering the relic. 
  Running this Scenario
  For replayability, this scenario is structured as a flexible 
  adventure framework that accommodates multiple 
  stories. Appendix 1 (see page 16) provides information 
  on how to determine which one of four possible villages 
  the PCs will visit while searching for the missing caravan: 
  Ayaichi, Basaru, Suboyashi, or Tano. Appendix 1 describes 
  how to use Table 1: Village Details to generate the village’s 
  individual characteristics and to determine the effects of 
  the spirits the PCs encounter along the way. Similarly, 
  Appendix 1 provides information regarding how to use 
  Table 2: Plots to determine which of four relics (green scarf, 
  omamori amulet, paper lantern, and wild bonsai) the PCs will 
  attempt to recover and what enemies they will face. It can be 
  helpful to select these details before reading the rest of the 
  scenario. Appendices 2–9 detail the encounters, including 
  providing information about the motivations and 
  behaviors of the creatures the PCs find on their journey. 
  Scaling Encounters
  Some encounters require swapping out creatures to 
  scale for different party sizes. The appendices for these 
  encounters have the alternative creatures marked “(0)” to 
  indicate that they should not be used in addition to the 
  original creature. These additional creatures are not listed 
  with the abbreviated stat blocks in each encounter, as the 
  base encounters are designed for four players. Follow 
  the instructions in the Scaling Encounter sidebars in the 
  appendices to select the appropriate creatures.
  Getting Started
  Before beginning the adventure, present 
  the following information to the players. 
  Each of the PCs arrived in Minkai within 
  the past few months. Since then, the PCs 
  have been working with Venture-Captain 
  Amara Li to help lay the groundwork for 
  a lodge in Minkai, performing a variety 
  of tasks that are well-suited to their 
  individual skills. They know that Amara Li 
  has been collecting relics from across the 
  world to house in a new museum with 
  a focus on relics from Minkaian 
  history that have been kept in 
  other nations. To this end, she has 
  been traveling all over the nation to 
  pursue leads. These relics have 
  come from a combination of 
  purchases and donations, and 
  she has occasionally called on 
  local Pathfinders to guard the 
  relics. The PCs are currently working in Sakakabe, a 
  prosperous city famous for its trade in silver and pearls. 
  Venture-Captain Li summons the PCs to meet with her 
  in one of the gardens of the Kiniro Kyomai teahouse, a 
  famous teahouse run by geisha. The quality of the Kiniro 
  Kyomai’s tea, food, and samisen music make it a popular 
  destination for locals and travelers alike. She waits for the 
  PCs to enjoy their tea before turning their attention to 
  more serious matters. Read or paraphrase the following.
   “I fear that misfortune may have struck some of your fellow 
  agents. I hope that you can help them return here to safety, 
  but I fear the task I have to request of you may instead center 
  around recovering what you can from your fallen allies and, if it 
  is safe to do so, completing the mission in their stead.”
  After a brief pause to ensure that the PCs do not balk at the 
  idea of a recovery mission, the venture-captain continues.
  “Last year, I received a donation of relics from Taldor. The route 
  is lengthy and complicated, so I will spare you unnecessary 
  details. A caravan carrying the relics safely arrived in Hongal 
  to the north, where it met up with a pair of Pathfinder agents, 
  Lin Po and Ti Lan. These agents inspected the cargo, sent me 
  a missive indicating that all was in order, and joined a second 
  caravan to take the Spirit Road through the Forest of Spirits. 
  The journey is understandably long, taking over two months 
  to complete. Still, the caravan is late, and I fear that they may 
  
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  Lost on the Spirit Road
  have run into trouble along the way. They were supposed to 
  reach Sakakabe two weeks ago. 
  “While it’s possible that they were waylaid in the 
  northernmost parts of Minkai, I believe it’s far more likely 
  that they ran into trouble in the Forest of Spirits, a mystical 
  place that shelters departed souls and most of the world’s 
  kami. Kami are spiritual guardians with a deep connection to 
  certain living locations or living things. The locals pay great 
  respect to the kami, never intruding further into the forest 
  than their one coastal road, the Spirit Road, and a number 
  of small settlements built around shrines. This should make 
  tracking the caravan simple, since there’s only a single road 
  along which they should have had to rest or resupply at some 
  point. I need you to check each of the roadside settlements 
  until you find the last one to have seen the caravan, then 
  track it from there and figure out what happened.”
  “Be sure to respect the kami and the local traditions 
  honoring them; I don’t want you to come to harm in your 
  journey. The kami are mostly benevolent, so long as they 
  receive the proper respect, but there are some dangers that 
  might have harried the caravan. Bandits, hobgoblins, and 
  giants, among other creatures, dwell within the forest. 
  The forest also hosts some aggressive plants 
  and animals, not to mention malign spirits such 
  as the oni, the sworn enemies of the kami. 
  The locals will know more than I of what 
  perils to expect.”
  Amara Li attempts to answer the PCs’ 
  questions, repeating any information 
  that the PCs forget from her briefing. 
  Are the lost souls you mentioned 
  dangerous? If 
  the 
  PCs 
  ask 
  a 
  question like this one, she shares the 
  information from the Success entry 
  of the Forest Lore or Nature check to 
  Recall Knowledge described below. 
  She also shares this information if the PCs 
  bring up incorrect details about the spirits, 
  such as a PC stating the results of a critical 
  failure on the check in her presence.
  What if the caravan made it through the 
  Forest of Spirits safely and ran into trouble 
  in the grasslands? “If anyone in the villages 
  you come across in the Forest of Spirits has 
  seen members of the caravan, then turning 
  back to search the northern grasslands 
  would be wise. But it’s far easier to search 
  along a single road than expansive plains with 
  rolling hills.”
  Finally, Amara Li provides the PCs with provisions for 
  the long journey, lending them a pair of horses and a sturdy 
  wagon stocked with basic provisions, including food, water, 
  a repair kit, and a map of Minkai and the Forest of Spirits. 
  The map of the Forest of Spirits indicates that the only 
  settlements within the woodland are along the Spirit Road.
  Forest Lore or Nature (Recall Knowledge)
  A PC who succeeds at a DC 15 Forest Lore or Nature check 
  to Recall Knowledge might know more about the Forest 
  of Spirits. A failure grants no information, and a critical 
  success grants additional intelligence beyond the Success 
  entry’s information. Remember that these checks should be 
  rolled secretly.
  Critical Success: The PC knows several details about 
  villages bordering the Forest of Spirits, as well as the 
  kitsune that populate the region. Such PCs gain a +2 
  circumstance bonus on checks to investigate the village 
  and to negotiate with the thief.
  Success: The PC recalls general information about the 
  Forest of Spirits, including its dense populations of kami 
  and mostly benign spirits that can possess living creatures 
  to share memories but exert little control over their hosts.
  Critical Failure: The PC recalls that the Forest of Spirits 
  is named for its numerous incorporeal undead denizens, 
  including fell spirits who possess 
  House on the Spirit Road
  
  6
  Pathfinder Society Scenario
  Lost on the Spirit Road
  travelers’ bodies only to horrifically murder their hosts. A 
  PC who receives this result and is not corrected is frightened 
  1 for the duration of Encounter B: Caravan Defense (see 
  page 9).
  The Border Village
  Although Sakakabe is the closest city to the forest of Spirits, 
  it still takes several weeks of travel on a road that winds 
  through the Osogen Grasslands to reach the Forest of 
  Spirits. Along the way, the PCs cross paths with travelers 
  heading south into Minkai, as well as the nomadic herders 
  who call the rolling plains home. No one the PCs meet in 
  the grasslands has seen the caravan the PCs are looking for. 
  When the PCs enter the Forest of Spirits, the atmosphere 
  changes. The forest is cool and damp, and profoundly 
  alive. Snow blankets the ground and clings to branches of 
  towering pine and spruce trees. Birds, rodents, foxes, deer, 
  bears, and numerous other creatures roam through the 
  woods, keeping their distance from the road. The density of 
  the trees suggests that logging is almost unheard of in this 
  forest. Animals are not the only creatures moving out in the 
  woods; the PCs occasionally see unexplained movement in 
  the trees and rocks or feel like someone is watching them. 
  As the PCs progress through the forest, they visit several 
  small villages, none of which have seen the caravan the PCs 
  are looking for. They can find signs of passage from several 
  caravans and groups that travelled on foot, and the remains 
  of campsites right next to the trail. However, there are no 
  indications that any of these groups came to harm. 
  Eventually, the PCs arrive at a village nestled deeper in 
  the forest’s outskirts. 
  The village’s name is variable, as are its defining 
  characteristics. Use Table 1: Village Details on page 16 
  to determine the village’s name, charm, and foible. The 
  foible—a minor penalty so integral to the town’s identity or 
  circumstances that it affects the PCs—becomes immediately 
  apparent as the PCs interact with the locals. This foible 
  affects the PCs for the remainder of the scenario.
  When the PCs ask about the caravan, the villagers tell 
  them that several caravans from Avistan have passed 
  along the Spirit Road in recent months. The villagers ask 
  the PCs for more details about when their caravan was 
  expected to pass through the village. The PCs have several 
  ways to figure this information out; for example, they 
  can tell the villagers what Amara Li shared with them 
  about when the caravan was expected to enter the Forest 
  or to arrive in Minkai, they can estimate the caravan’s 
  path based on how long it took them to reach the village, 
  or they can consult the map of the Forest of Spirits that 
  they received from Amara Li. Whatever method they use, 
  they arrive at the answer that the caravan should have 
  passed through this village about six weeks ago.
  The PCs can then follow up on the villagers’ knowledge 
  of the caravan by making three different skill checks to 
  interact with the them. The skills appropriate for each 
  village are listed on Table 1: Village Details on page 16. Each 
  set of skills represents topics, achievements, or methods of 
  interaction which are particularly useful when attempting 
  to impress or earn the trust of the villagers in that location. 
  The DC for each skill check is 16 in Subtier 1–2, or 19 in 
  Subtier 3–4. Whatever the third skill check the PCs attempt 
  is, the DC increases by 2 to account for fewer locals knowing 
  the information. Each PC may attempt each skill check once, 
  including any efforts to Aid. If the PCs succeed at one check, 
  they learn that this village was the last place the caravan 
  stopped to rest before continuing on the eastward branch 
  of the Spirit Road, a branch that leads toward Minkai but 
  forks in a few locations. The road’s exact path varies over 
  time, with detours and new paths forming to more easily 
  avoid disturbing the wildlife. Strangely, despite warnings 
  from the villagers, the caravan chose to take an older path 
  toward Minkai, which veers into thicker woodland for 
  several days’ journey before rejoining the main road. The 
  caravan’s members were determined to take this alternate 
  path, but they did not share their reasoning with the 
  villagers. If the PCs succeed at two or three checks, they win 
  over the locals and earn their respect, gaining the benefit of 
  the village’s charm for the remainder of the scenario. The 
  villagers also gift the PCs additional rewards after they help 
  fend off the attack in Encounter A. If the PCs fail all three 
  checks, they still learn that the caravan stopped in town 
  before heading east along an unusual path, but in doing so 
  they bicker with the townsfolk. They take a –4 penalty to 
  their initiative checks in Encounter A.
  A. Village Assault 
  Moderate
  Just as the PCs conclude their investigation, villagers 
  on the perimeter sound the alarm, causing townsfolk to 
  scatter. The village is under attack!
  PCs should begin the encounter in or near the last 
  building they visited during their investigation. Foliage 
  on the map provides difficult terrain.
  Creatures: The creatures attacking the village are 
  minions of the scenario’s villain (whom the PCs will face 
  in Encounter C). Their motives and tactics are detailed 
  in the scenario’s appendices. The creatures enter from 
  the north and south borders of the map along the road, 
  spreading out to cover more ground.
  Green Scarf Subtier 1–2
  JINKINS (2) 
  CREATURE 1
  Pathfinder Bestiary 193, page 18, art on page 44
  Initiative Perception +7
  
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  Pathfinder Society Scenario
  Lost on the Spirit Road
  A. Village Assault
  1 square = 5 feet
  PCs 
  start 
  here
  Pathfinder Flip-Mat: Village Square
  
  8
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Green Scarf Subtier 3–4
  JINKIN 
  CREATURE 1
  Pathfinder Bestiary 193, page 21, art on page 44
  Initiative Perception +7
  SOULBOUND DOLLS (2) 
  CREATURE 2
  Pathfinder Bestiary 304, page 21 
  Initiative Perception +8
  Omamori Amulet Subtier 1–2
  LOYAL GIANT FOXES (2) 
  CREATURE 1
  Page 24
  Initiative Perception +7
  Omamori Amulet Subtier 3–4
  LOYAL GIANT FOXES (2) 
  CREATURE 1
  Page 27
  Initiative Perception +7
  VICIOUS VULPINE 
  CREATURE 3
  Page 27
  Initiative Perception +8
  Paper Lantern Subtier 1–2
  SKELETAL CHAMPION  
  CREATURE 2
  Pathfinder Bestiary 298, page 30, art on page 46
  Initiative Perception +8
  SKELETON GUARD 
  CREATURE –1
  Pathfinder Bestiary 298, page 30
  Initiative Perception +2
  Paper Lantern Subtier 3–4
  SKELETAL CHAMPION  
  CREATURE 2
  Pathfinder Bestiary 298, page 33, art on page 46
  Initiative Perception +8
  SKELETON GUARDS (2) 
  CREATURE –1
  Pathfinder Bestiary 298, page 33
  Initiative Perception +2
  SKELETAL HORSE  
  CREATURE 2
  Pathfinder Bestiary 299, page 33
  Initiative Perception +8
  Wild Bonsai Subtier 1–2
  PINE BRUTES (2) 
  CREATURE 1
  Page 36
  Initiative Perception +7
  Wild Bonsai Subtier 3–4
  WEAK ARBOREAL WARDEN 
  CREATURE 3
  Pathfinder Bestiary 6, 24, page 38, art on page 42
  Initiative Perception +9
  Rewards: Regardless of their initial interactions, the 
  villagers are deeply grateful for the PCs’ help fending 
  off the rampaging monsters. They provide the PCs with 
  two alchemical items (three if the PCs succeeded at two 
  or three skill checks during their investigation) that they 
  think will help the PCs defeat similar creatures in the 
  Forest of Spirits. The specific type of alchemical item they 
  receive is detailed in Table 1: Village Details (page 16). 
  Each of these consumables represents 1 Treasure Bundle, 
  for a total reward of 2 or 3 Treasure Bundles depending 
  upon the PCs’ success during the investigation. 
  Spirits in the Woods
  Following the villagers’ directions, the PCs travel the 
  Spirit Road toward the east, taking the same path that 
  the caravan traveled before them. Along the journey, the 
  road branches off several times, typically only for a short 
  distance before rejoining the main road or reaching a dead 
  end. The seemingly endless rows of conifer trees create a 
  serene yet monotonous backdrop. 
  The patch is choked with snowdrifts, making it too 
  narrow for a wagon to traverse easily. The wagon 
  regularly catches on roots or stalls in the snow. Overall, 
  these impediments slow the wagon to a speed of 10 feet. 
  If the PCs leave the wagon behind in the village, they can 
  travel at their normal overland speed. While weather has 
  obscured the trail, the PCs soon see obvious signs that the 
  caravan before them ran into similar difficulties, such as an 
  abandoned wheel along the side of the path and damaged 
  branches. If the PCs visited Basaru, it continues to snow 
  as they travel. Otherwise, occasional flurries of snow fall 
  from trees the above as breezes shake their branches. Two 
  incorporeal spirits approach the PCs at different times 
  during their travels manifesting as transparent humanoid 
  shapes outlined only by the snow, as if the forest itself 
  were clinging to an invisible person. Each spirit looks 
  at the party for a moment, then moves slowly toward 
  them in a nonthreatening fashion, hovering just above 
  the ground. A PC who succeeds at a DC 10 Nature or 
  Religion check recognizes that the spirit needs a host to 
  interact with the living world, and wants to possess a PC 
  in order to share its experience; these types of spirits are 
  
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  Pathfinder Society Scenario
  Lost on the Spirit Road
  not strong enough to take control of a body they possess, 
  but they may influence their host’s thinking and behavior 
  by superimposing their own consciousness.
  If the PCs wish to avoid being possessed, they can easily 
  circumvent the slow-moving spirits and be on their way. If 
  a PC chooses to accept a spirit into their body, however, 
  they experience a rush of memories, both from the spirit’s 
  living days and its recent moments roaming the forest. The 
  PC hosting the spirit receives an additional charm and  
  foible from Table 1 (see page 16) as they absorb some of 
  the spirit’s personality. Each new charm and foible may be 
  chosen or determined randomly, but they must be different 
  from the characteristics of the village the PCs visited earlier 
  (the two spirits, however, may have the same charms, 
  foibles, or both). Given that some village charms and foibles 
  do not easily translate into spirit personality traits, some 
  have information in parentheses in Table 1 to help define 
  the spirit’s characteristics while applying the same penalty. 
  Like the village characteristics, the effects of each spirit’s 
  charm and foible persist throughout the rest of the scenario. 
  A single PC may only host one spirit at a time.
  The first spirit the PCs encounter has recently seen the 
  caravan: the host PC sees flashes of memory as the caravan 
  is beset by creatures native to the forest—the same type 
  of creature that will attack again in Encounter B—all the 
  while harried by a humanoid thief that appears to have a 
  fox’s head and tail. A PC who succeeds at a DC 10 Society 
  check recognizes the creature as a kitsune, a race of crafty 
  shape-changing humanoids common throughout Tian 
  Xia, including the Forest of Spirits. The spirit observed 
  the kitsune infiltrate one of the wagons while the guards 
  were distracted repelling the attack, and then sneak away 
  holding a sack of clanging valuables and the relic Venture-
  Captain Amara Li seeks. Hosting this spirit allows the PC 
  to attempt an appropriate Recall Knowledge check about 
  the threat they will face in Encounter B, and the spirit’s 
  guidance leads them to the caravan more quickly, allowing 
  the PCs to accept the caravaneer’s gifts prior to the 
  encounter. If the host PC describes their vision, other PCs 
  may attempt Recall Knowledge checks as well, but they 
  suffer a –2 penalty on the check due to the secondhand 
  nature of the account of the vision.
  The second spirit the PCs encounter witnessed the 
  kitsune’s escape from the battle, following him to a clearing 
  deeper in the woods. There, the spirit observed the kitsune 
  behave in a way that belies his motivation for stealing the 
  relic: an amateur mage kitsune immediately retrieves the 
  relic and a book from his satchel, poring over some text 
  and eagerly reciting incantations under his breath; a selfish 
  thief kitsune opens up the sack, grabs fistfuls of treasure, 
  and holds them up to sparkle in the light with a wicked 
  grin; and a champion of Pharasma kitsune stares at the 
  relic in his hand while silently running his thumb along a 
  holy symbol around his neck, nodding with an expression 
  of resolve. If the kitsune is the violent villain, the spirit 
  observed him stalking into the forest like a feral animal 
  clutching the clattering sack until a white, cat-like creature 
  with a mischievous sneer emerged from inside a nearby 
  tree trunk—seemingly having melded into the wood—
  only to snatch the sack and disappear in a flash. Hosting 
  this spirit gives the PC insight into the thief’s motivations 
  (see Finding the Thief on page 11 for more details).
  B. Caravan Defense  
  Moderate
  Regardless of whether or not the PCs accept the visions, 
  spirits and minor kami endeavor to make the trail to the 
  caravan as clear as possible to the PCs, moving aside 
  brush to reveal wagon tracks, snagging lost scraps of 
  fabric on trees, and otherwise making sure that the PCs 
  find their way to the caravan. In making the trail clear for 
  the PCs, however, the spirits inadvertently guide another 
  threat toward the caravan, which launches an attack.
  Under normal circumstances, the attackers ambush the 
  caravan just as the PCs arrive, immediately transitioning 
  into the encounter. If a PC hosts the first spirit from the 
  Spirits in the Forest section above, however, the spirit 
  expedites the reunion with the caravan, allowing the PCs 
  to speak with the travelers and receive the encounter’s 
  Rewards (page 11) before the attack. Either way, the PCs 
  should begin the encounter somewhere along the road. 
  GMs can decide based on the map’s appearance which 
  squares contain trees and undergrowth that might affect 
  movement or provide cover. This map uses Pathfinder 
  Flip-Tiles: Forest Starter Set, tiles 39B, 28B, 21B, 01A, 
  27B, 35B, 17A, 18A, 03A, 24A, 12A, 37B, 41B, 42B, 
  02A, 25B, 40B, 36B, 22A, and 19A.
  Creatures: The creatures that attack the PCs here are 
  not affiliated with the scenario’s villain. The enemies 
  typically appear along a different branch of the road 
  from the PCs. Depending on the results from Table 2 
  (see page 17), the PCs may face a group of human or 
  tengu bandits, guardian statues animated by the kami’s 
  influence, hostile spirits haunting the stretch of road, or 
  a bullying poracha or two. Exhausted from travel, the 
  caravan’s members retreat to their wagons, where they 
  take shelter. The two Pathfinder agents, Lin Po and Ti 
  Lan, fall back to stand guard over the caravan, but they 
  provide minor assistance to the PCs from afar.
  Green Scarf Subtier 1–2
  WEAK PORACHA 
  CREATURE 3
  Pathfinder Bestiary 6, 265, page 19, art on page 45
  Initiative Perception +8
  
  10
  Pathfinder Society Scenario
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  B. Caravan Defense
  1 square = 5 feet
  Pathfinder Flip-Tiles: Forest Starter Set
  C
  C
  C
  C = Caravan Wagon
  
  11
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  Green Scarf Subtier 3–4
  WEAK PORACHAS (2) 
  CREATURE 3
  Pathfinder Bestiary 6, 265, page 22, art on page 45
  Initiative Perception +8
  Omamori Amulet Subtier 1–2
  HUMAN BANDITS (4) 
  CREATURE –1
  Page 25
  Initiative Perception +7
  Omamori Amulet Subtier 3–4
  TENGU SNEAKS (3) 
  CREATURE 2
  Pathfinder Bestiary 310, Page 28 
  Initiative Stealth +8
  Paper Lantern Subtier 1–2
  MALICIOUS SPIRITS 
  HAZARD 3
  Page 31
  Initiative Stealth +12
  Paper Lantern Subtier 3–4
  VENGEFUL SPIRITS 
  HAZARD 5
  Page 34
  Initiative Stealth +15
  Wild Bonsai Subtier 1–2
  LESSER GUARDIAN STATUES (4) 
  CREATURE –1
  Page 37
  Initiative Perception +3
  Wild Bonsai Subtier 3–4
  SPIRIT GUARDIAN STATUES (2) 
  CREATURE 3
  Page 40
  Initiative Perception +9
  Rewards: Weary of fending off threats and grateful for 
  help, the travelers gift the PCs some weapons from their 
  wares. In Subtier 1–2, the PCs receive three weapons: a 
  composite shortbow with 10 arrows, a greataxe, and a 
  greatclub. In Subtier 3–4, the caravan is transporting some 
  magic items, and its leadership is willing to part with one. 
  The PCs may choose one of the following as a reward: a 
  retribution axe, a staff of fire etched with a +1 weapon 
  potency rune, or a wand of heal (1st). These rewards 
  comprise 3 Treasure Bundles. 
  With the immediate threat gone, the PCs have a chance 
  to learn of recent events from their fellow Pathfinders. 
  Lin Po is a short, heavyset Tian man with a round, clean-
  shaven face and an irrepressible sense of humor, affable 
  even under stressful conditions. His partner Ti Lan is an 
  athletic woman who stands a few inches taller than Lin Po, 
  with broad shoulders and a stern demeanor. Despite her 
  strict countenance, Lin Po clearly appreciates her partner’s 
  jovial nature and occasionally cracks a small smile at his 
  wittier comments.
  Lin Po and Ti Lan thank the PCs for coming to their 
  rescue and admit that they feared they would be trapped 
  in the forest forever. They explain the source of their 
  predicament, starting with receiving a message from the 
  kami within the relic shortly before reaching the village. 
  The message was vague, but they were able to discern 
  that the kami was trapped within, and that it was afraid 
  that some sort of nefarious force in the forest would try 
  to capture it. At the time, they had a strong sense that 
  the kami’s ward was close by, and they convinced the 
  caravan to take a minor detour to assist a spirit in need. 
  Unfortunately, the detour ended up being far longer than 
  they expected, as the theft of the relic disrupted their plans. 
  Since then, they have been following trails left by the spirits 
  in hopes of finding their way back to the spirit road. The 
  have glimpsed the thief in the distance several times, still 
  carrying their bag, but they have never managed to catch 
  up with him. From this, they surmise (correctly) that the 
  spirits are trying to lead them to the thief. They are tired, 
  scared, and frustrated, and they feel guilty for leading an 
  entire caravan into such a troublesome situation. If the 
  PCs have additional questions for the Pathfinders, use the 
  information from the Adventure Background (page 3) and 
  the Spirits in the Woods section (page 8) to fill in details.
  After explaining the situation to the PCs, Lin Po and 
  Ti Lan ask the PCs to track down the thief and put an 
  end to this trouble. If the PCs ask the Pathfinders to come 
  along, they explain that they are unwilling to abandon 
  the caravan. Though it is still early in the day, the caravan 
  stops and makes camp, awaiting the PCs’ safe return.
  Finding the Thief
  After the caravan makes camp, the PCs must track down 
  the relic Amara Li tasked them with retrieving. A PC who 
  is trained in Survival can attempt a DC 15 Survival check 
  to Track the thief. When running the omamori amulet 
  story, these are a set of feline pawprints from an eight-
  legged creature. For all other stories, the marks in the snow 
  resemble pawprints, but they have the gait of a biped. If 
  no PC succeeds at this check, the kami’s influence causes 
  the nearby plants to bend in such a way that they point 
  the PCs toward its prison; the PCs can automatically 
  
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  Pathfinder Society Scenario
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  track the thief, but the visible spiritual influence in the 
  area grants the villain and any creatures assisting it in 
  Encounter C a +2 bonus on initiative checks.
  After following the tracks off the road and navigating 
  deeper into the forest for about an hour, the PCs come 
  to a clearing where they find the thief. In the omamori 
  amulet story, the thief is a poracha (art on page 45); 
  in all other arcs, it is the kitsune Dorobu, though his 
  motivations vary. The thief carries a sack of valuables 
  taken from the caravan, including the kami’s relic. 
  Details about interacting with the thief are described 
  below, along with skill DCs for Subtier 1–2. In Subtier 
  3–4, increase all these DCs by 3. In all cases, the thief 
  has no desire for conflict and flees with his treasures if 
  attacked; treat this result as if the PCs 
  had failed all skill checks to negotiate. 
  Each PC may attempt each skill check 
  once, including to Aid, but the thief becomes 
  unresponsive to a particular skill if three or more PCs 
  fail using that skill.
  A PC who accepted the second spirit knows which 
  skills can convince the thief to surrender his plunder and 
  can add their character level to any such checks if they 
  are untrained.
  Amateur Mage: Dorobu is a novice spellcaster 
  fascinated with the spiritual magic of the kami. He had 
  been studying how the plants in this region had become 
  animate and territorial during the local kami’s absence, 
  with aggressive arboreals filling the 
  kami’s role as a forest protector 
  using 
  indiscriminate 
  violence. 
  When he sensed the return of the 
  imprisoned kami due to its influence on the 
  surrounding spiritual energy, he witnessed 
  an uptick in the arboreals’ aggression, so he 
  stole the kami’s prison and is trying to devise 
  a spell or ritual to harness the trapped kami’s 
  power and control the plants. The kitsune can 
  be shamed into surrendering the kami’s prison 
  using a DC 17 Intimidation check or persuaded 
  to give the relic to the more experienced PCs using a DC 
  15 Forest Lore or Nature check.
  Champion of Pharasma: Dorobu is a noble warrior 
  and servant of Pharasma. During the kami’s absence, 
  a slow but steady stream of undead has been emerging 
  from this region, likely animated by restless spirits left 
  unchecked by the missing kami. The kitsune has dutifully 
  destroyed these monsters, but he saw an opening to 
  permanently stop their rising when he sensed the kami’s 
  return. Dorobu stole the kami’s prison and returned it to 
  its formerly warded site, but worried that releasing the 
  kami would lead to more trouble with the undead in the 
  area and possibly jeopardize the kami’s spirit. Though he 
  was rather set in his ways when he first gained the relic, the 
  regular onslaught of undead has made him more willing 
  to listen to an alternative solution. The PCs can convince 
  Dorobu to trust them to free the kami if he returns the 
  relic by succeeding at a DC 17 Diplomacy check, or they 
  can appeal to his faith by succeeding at a DC 15 Pharasma 
  Lore or Religion check.
  Selfish Thief: Dorobu is an opportunistic scoundrel. 
  Having heard whispers of a caravan bursting with gold 
  and magical relics, the kitsune stalked the caravan across 
  its journey along the Spirit Road. The caravan was well 
  Dorobu
  
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  Pathfinder Society Scenario
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  guarded, but an attack by other forest denizens gave 
  Dorobu an opening to sneak in and steal a variety of goods, 
  including the kami’s prison. After reveling in his score, 
  however, Dorobu was approached by one of the forest’s 
  spirits, who warned him that the stolen relic housed a 
  trapped kami, making it the target of a dangerous witch 
  seeking to corrupt its magic. This has left Dorobu confused 
  and worried. The PCs can trick the kitsune into surrendering 
  the relic by playing on his fears by succeeding at a DC 15 
  Deception check, persuade him that his score is not actually 
  valuable by succeeding at a DC 15 Underworld Lore check, 
  or discretely separate his stolen goods from his sack by 
  succeeding at a DC 17 Thievery check.
  Violent Villain: Dorobu is bloodthirsty and keen on using 
  the kami’s magic to wreak havoc. He successfully stole the 
  kami’s prison from the caravan and was en route to harness 
  its power, but had his spoils stolen by a mischievous poracha 
  named Tishoki along the way. The PCs meet Tishoki in this 
  encounter, as he emerges from a nearby tree to greet them 
  during their search for the relic. Tishoki loves riddles, soft 
  music, and battles of wits. The PCs can convince him to part 
  with the relic and the other stolen goods by succeeding at a 
  DC 17 Deception check, or entertain him so much he gifts 
  these items to the PCs by succeeding at a DC 15 Games 
  Lore or Performance check.
  Rewards: If the PCs succeed at one check to negotiate 
  with the thief, he offers the relic but withholds his other 
  treasures until after the villain is defeated. If the PCs 
  succeed at two or more checks, he offers the PCs a weapon 
  to use against the villain: a low-grade cold iron katana in 
  Subtier 1–2, or a +1 striking katana in Subtier 3–4. Either 
  of these results also prompts the thief to return all the 
  valuables he stole from the caravan. The katana and the 
  returned treasures comprise 4 Treasure Bundles. If the 
  PCs fail all their checks to persuade the thief, then he still 
  offers his katana at the end of Encounter C as thanks for 
  defeating the villain, but he discretely keeps some of the 
  stolen goods, costing the PCs 1 Treasure Bundle.
  Fight for the Relic
  Regardless of the PCs’ prowess dealing with the thief, 
  eventually the scenario’s villain catches up with them. 
  This final confrontation occurs in the general vicinity of 
  where the PCs spoke with the thief, a pristine clearing 
  with one or two noteworthy natural landmarks. This 
  location is the imprisoned kami’s ward, and the area 
  hums with spiritual energy as it yearns for its rightful 
  protector’s return. The scenario’s villain is the final force 
  keeping the kami bound within its prison.
  C. Confronting the Villain Moderate or Severe
  GMs should construct the map described below using 
  Pathfinder Flip Tiles: Forest Starter Set and Pathfinder Flip 
  Tiles: Forest Perils Expansion. The PCs should begin the 
  encounter somewhere in or near the center of the map. 
  As with Encounter B, GMs can determine which squares 
  contain trees and undergrowth that might affect movement 
  or provide cover. This map uses the following tiles from 
  Pathfinder Flip-Tiles: Forest Starter Set and Forest Perils 
  Expansion, with tiles from the Expansion marked with an 
  *: tiles 25B, 36B, 19B, 22B, 30B, 07B, 20B*, 21B, 32B, 24B, 
  33B, 14B, 25B, 06B, 29B, 09B, 35B, 03B, 22A*, and 10B.
  Creatures: The scenario’s villain—determined when 
  rolling on or selecting a row from Table 2: Plots (page 
  17)—attacks the PCs here, entering from any border of 
  the map. Find the description of the encounter listed on 
  Table 2: Plots for Encounter C and use the creatures listed 
  in the appropriate subtier. The villain may be a monster 
  specifically trying to claim the power of the relic for itself 
  or have other less nefarious motivations as described in 
  the encounter’s entry in the corresponding appendix. 
  This encounter is a moderate threat in Subtier 1–2 and a 
  severe threat in Subtier 3–4.
  Green Scarf Subtier 1–2
  WEAK GREEN HAG  
  CREATURE 3
  Pathfinder Bestiary 6, 201, page 20
  Initiative Perception +10
  Green Scarf Subtier 3–4
  ANNIS HAG 
  CREATURE 6
  Pathfinder Bestiary 202, page 23
  Initiative Perception +15
  Omamori Amulet Subtier 1–2
  DOROBU 
  CREATURE 3
  Page 26, art on page 43
  Initiative Perception +12
  Omamori Amulet Subtier 3–4
  DOROBU 
  CREATURE 6
  Page 29, art on page 43
  Initiative Perception +15
  Paper Lantern Subtier 1–2
  EERIE SKELETAL GIANT  
  CREATURE 3
  Variant skeletal giant
  Pathfinder Bestiary 299, Page 32 
  Initiative Perception +7
  
  14
  Pathfinder Society Scenario
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  C. Confronting the Villain
  1 square = 5 feet
  Pathfinder Flip-Tiles: Forest Starter Set
  Villain
  starts
  here
  PCs
  start
  here
  
  15
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Skeletons Subtier 3–4
  SKELETAL GIANT  
  CREATURE 3
  Pathfinder Bestiary 299, page 35
  Initiative Perception +7
  SKELETAL MAGE  
  CREATURE 5
  Page 35
  Initiative Perception +12
  Wild Bonsai Subtier 1–2
  WEAK ARBOREAL WARDEN CREATURE 3
  Pathfinder Bestiary 6, 24, page 38, art on page 42
  Initiative Stealth +14
  Wild Bonsai Subtier 3–4
  ENLIGHTENED AWAKENED TREE 
  CREATURE 6
  Variant awakened tree
  Pathfinder Bestiary 25, page 41
  Initiative Stealth +14
  Conclusion
  When the scenario’s villain falls, so does the last spiritual 
  barrier keeping the kami caged inside the relic. With 
  a warm green light, the relic smoothly ejects a small 
  humanoid figure with moss-like skin and a conical hat. 
  The kodama bows to the PCs and thanks them for both 
  returning it to its home and dispatching the usurpers that 
  had profaned its grove while it was imprisoned. It gifts 
  the now non-magical relic to the PCs and affirms that 
  they will forever be welcome in its stretch of the Forest 
  of Spirits.
  The thief briefly approaches the PCs following 
  their triumph over the villain. He offers them the 
  appropriate rewards for their level of success detailed 
  in Finding the Thief above, followed by a few parting 
  words based on how the PCs interacted with him 
  earlier. After doing so, the thief quietly disappears into 
  the woods.
  With the villain defeated, the PCs can lead the 
  caravan safely along the remainder of the Spirit 
  Road into Minkai. There they reunite with Amara 
  Li and present her with the relic. She is relieved to 
  see everyone returning safely, including Lin Po and Ti 
  Lan. She listens keenly to the tale of their exploits in 
  the Forest of Spirits, fascinated that the relic housed a 
  trapped kami all this time and that neither she nor her 
  benefactor had any idea. Finally, she suggests that all 
  of the agents take a well-earned rest before embarking 
  on new adventures.
  Primary Objectives
  The PCs fulfill their primary objective if they retrieve the 
  relic and defeat the scenario’s villain, freeing the kami 
  trapped within the item. Doing so earns each PC 2 Fame 
  and 1 Reputation for any faction associated with their 
  currently slotted faction boon.
  Secondary Objectives
  The PCs fulfill their secondary objective if they make a 
  positive impression with their contacts along the Spirit 
  Road. To do so, they must fulfill two out of the three 
  following objectives: Earn the village’s charm prior to 
  Encounter A by successfully dealing with the villagers, 
  host at least one spirit in the forest, and acquire the 
  katana prior to Encounter C by successfully negotiating 
  with the thief. Doing so earns each PC 2 Fame and 1 
  Reputation for any faction associated with their currently 
  slotted faction boon.
  Kodama
  
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  Pathfinder Society Scenario
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  1d4
  Village 
  Name
  Skills
  Charm
  Foible 
  (Spirit)
  Village Reward 
  (Subtier 1–2)
  Village Reward 
  (Subtier 3–4)
  1
  Ayaichi
  Nature, Hunting 
  Lore, Survival
  hunters 
  (protective)
  insular 
  (peevish)
  lesser alchemist’s 
  fire
  moderate 
  alchemist’s fire
  2
  Basaru
  Diplomacy, 
  Medicine, 
  Performance
  hospitable
  snowy 
  low-grade cold 
  iron ammunition
  moderate 
  juggernaut 
  mutagen
  3
  Suboyashi
  Acrobatics, 
  Occultism, 
  Religion
  fleet 
  (quick-witted)
  superstitious 
  (wary)
  holy water
  true graveroot*
  4
  Tano
  Arcana, 
  Intimidate, 
  Society
  knowledgable
  reverent 
  (mauled to 
  death)
  lesser bestial 
  mutagen
  moderate bestial 
  mutagen
  Appendix 1: Tables
  This appendix contains the randomized elements that afford 
  this scenario replayability. Table 1: Village Details includes 
  the charms and foibles of both the village at the start of the 
  scenario and the spirits encountered in the forest, as well as 
  the name of the selected village. Select a row on the table 
  or randomly roll a d4 to choose the village’s characteristics. 
  For now, ignore the (spirit) portion of the foible column.
  Use Table 1 again to determine the effects of the 
  influence of spirits described in Spirits in the Woods (page 
  8). For each spirit, either choose or randomly select an 
  entry from the Charm column and one from the Foible 
  (Spirit) column—these can be the same as each other, but 
  they can’t be the same as the benefits and drawbacks the 
  PCs have already gained from the village. Use the (Spirit) 
  description to present the detrimental aspect of the spirit’s 
  personality and behavior, rather than the name of the 
  village foible.
  Table 2: Plot is used to determine the scenario’s 
  narrative throughline: the relic that holds the 
  imprisoned kami, the motivation of the kitsune thief, 
  the minions that attack the village in Encounter A, the 
  caravan threat in Encounter B, and the villain that 
  directed the attack and confronts the PCs in Encounter 
  C. Just as with using Table 1 to determine the village’s 
  characteristics, GMs should roll once on this table and 
  use all the content contained in that same row. 
  Charms
  The following describes the charms listed on Table 1.
  Hunters: The villagers or spirits are master hunters, 
  and they share tricks for fighting in the forest. This charm 
  provides a +1 bonus to attack rolls against foes with cover.
  Hospitable: The villagers or spirits provide comfort 
  and care to travelers, improving their stamina. This 
  charm allows a PC to reroll a single saving throw once 
  per encounter. 
  Fleet: The village houses friendly wind spirits, which 
  increase agility. This charm provides a 5-foot bonus 
  to Speed.
  Knowledgeable: The villagers or spirits know much 
  about the forest and its kami, and readily share their 
  stories. This charm provides a +2 bonus to Lore checks 
  and checks to Recall Knowledge.
  Foibles
  The following describes the foibles listed on Table 1.
  Insular: The villagers or spirit only speak Tien and 
  are reticent with outsiders. This foible imposes a –2 
  circumstance penalty to Charisma-based skill checks.
  Snowy: Snow falls in this stretch of the forest, or 
  the spirit is distracted by something from its past life. 
  This foible imposes a –2 circumstance penalty to 
  Perception checks.
  Superstitious: The villagers or spirit are wary of the 
  forest and fear its denizens. This foible requires a PC to 
  succeed at a DC 5 flat check at the beginning of each 
  encounter or be frightened 1 for the first round.
  Reverent: The villagers view humanoids as beholden to 
  the beasts of the woods, or the spirit perished from being 
  mauled by an animal. This foible imposes Weakness 2 
  against natural attacks.
  * True graveroot is an uncommon variant of graveroot poison (Core Rulebook 552) that only affects undead, ignoring their 
  immunities to poison damage and effects. True graveroot decays very quickly and does not last long after being harvested.
  Table 1: Village Details
  
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  Adventure Plots
  The major plots associated with each relic are summarized 
  below. More detail on each of these creatures and their 
  motivations appears in Appendices 2–9.
  Green Scarf (Appendices 2–3): A cunning hag has 
  developed an interest in magic that can bind unwilling 
  souls and spirits into constructed vessels. She seeks a 
  method for binding kami in this way, and the weak 
  energy emanating from the kami’s prison has sparked 
  her predatory instincts. Her servants include several of 
  her past creations and malevolent fey. In the hag plot, 
  the PCs must also contend with one or more particularly 
  grouchy porachas, feline creatures native to the Forest 
  of Spirits.
  Omamori Amulet (Appendices 4–5): In this plot, the 
  kitsune Dorobu is both the initial thief of the kami’s 
  relic and the villain, and he has gathered a loose alliance 
  of other foxlike creatures. He lost the relic to a poracha  
  that has since been doing his best to lead Dorobu on a merry 
  chase, as well as to keep the relic away from bandits that 
  have been prowling the nearby trails. Much to the chagrin 
  of the spirits who have been trying to help the kami, the 
  poracha is in no rush to take the kami to its ward.
  Paper Lantern (Appendices 6–7): The kami’s absence 
  weakened the protections on the nearby forest against 
  destructive spiritual influences. Both mindless and 
  cunning skeletons have arisen in its wake, and they 
  are none too keen to see the area’s protector return. 
  Meanwhile, agitated spirits have gathered into a haunt in 
  the surrounding woods.
  Wild Bonsai (Appendices 8–9): A combination of the 
  kami’s frustration and surges of primal energy that burst 
  out of its prison as it attempts to escape have caused 
  great distress to nearby plant creatures. The kami has 
  also inadvertently animated several guardian statues that 
  lash out at anyone they encounter. 
  1d4
  Relic
  Kitsune
  Encounter A
  Encounter B
  Encounter C
  1
  green scarf
  selfish thief
  gremlins
  poracha
  hag
  2
  omamori amulet
  violent villain
  foxes
  bandit
  kitsune
  3
  paper lantern
  champion of Pharasma
  skeletons
  haunt
  skeletons
  4
  wild bonsai
  amateur mage
  pine brutes
  animated trees
  arboreal
  Table 2: Plots
  
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  Pathfinder Society Scenario
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  Appendix 2: Green Scarf 
  Statistics (Subtier 1–2)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the green scarf relic in Subtier 1–2, including any 
  variations described in the text.
  Green Scarf Encounter A (Subtier 1–2)
  Two jinkins serve a more powerful hag, and desperately 
  want to stay on her good side. They gang up on targets using 
  flanking whenever possible. If half or more of the gremlins 
  fall, the remaining gremlin(s) retreat into the forest. 
  JINKINS (2) 
  CREATURE 1
  CE
  TINY
  FEY
  GREMLIN
  Pathfinder Bestiary 193
  Perception +7; darkvision
  Languages Undercommon
  Skills Acrobatics +7, Crafting +5 (+7 traps), Deception +5, 
  Nature +5, Stealth +7, Thievery +7
  Str –2, Dex +4, Con +0, Int +2, Wis +2, Cha +2
  Items shortsword
  AC 17; Fort +6, Ref +10, Will +7
  HP 19; Weaknesses cold iron 2
  Speed 30 feet
  Melee � shortsword +9 (agile, finesse, magical, versatile S), 
  Damage 1d6–2 piercing
  Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
  Sneak Attack The jinkin deals 1d6 extra precision damage to 
  flat-footed creatures.
  Tinker (curse, primal, transmutation) A group of six jinkins 
  can work together for an hour to imbue an item with a 
  curse at a range of 60 feet. While this process is lengthy, 
  it’s also unobtrusive and can be performed while Hiding. 
  Jinkins prefer to use this ability on magic items. The curse 
  makes the item unreliable (DC 5 flat check or waste any 
  action to Interact with or Activate the item), adds a bizarre 
  requirement to use the item, or imparts some other curse 
  of a similar caliber.
  MITFLITS (0) 
  CREATURE –1
  LE
  SMALL
  FEY
  GREMLIN
  Pathfinder Bestiary 192
  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.
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one mitflit to the 
  encounter.
  12–13 Challenge Points: Add two mitflits to the 
  encounter.
  14–15 Challenge Points: Add three mitflits to the 
  encounter.
  SCALING ENCOUNTER A
  
  19
  Pathfinder Society Scenario
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  Green Scarf Encounter B (Subtier 1–2)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. 
  The Pathfinders Lin Po and Ti Lan stand guard over the 
  caravan, but they provide minor assistance to the PCs 
  from afar. 
  Creatures: Porachas are elusive creatures native to 
  the Forest of Spirits. Porachas are rarely hostile to 
  travelers, but the jinkins gremlins serving the hag have 
  irritated this poracha to his wit’s end with their loud 
  chittering and sadistic pranks. One of these “pranks” 
  even caused the poracha internal injuries that have 
  been slow to heal. In the scaling for this encounter, 
  the poracha’s injuries have healed, but his fury has not 
  yet cooled.
  The poracha Jaunts to engage foes that hide in the 
  back first, especially concentrating on creatures that 
  have sonic attacks. If reduced to 8 HP or less, a poracha 
  Object Melds with a tree to escape, or Jaunts away if 
  the PCs attack its melded object.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one hit with a crossbow bolt for 
  1d8 damage against the poracha each round. As long as 
  the PCs engage the poracha in combat, it leaves these 
  NPC Pathfinders and the other caravan members alone. 
  If the PCs lose the combat or abandon the caravan, it 
  takes 2 rounds to knock Lin Po or Ti Lan unconscious 
  and then flees into the forest.
  WEAK PORACHA 
  CREATURE 3
  UNCOMMON
  N
  MEDIUM
  BEAST
  Pathfinder Bestiary 6, 265
  Perception +8; tremorsense (imprecise) 10 feet, darkvision
  Languages Common, Senzar, Sylvan, Tien
  Skills Acrobatics +11, Athletics +7, Deception +9, Diplomacy 
  +9, Stealth +11, Survival +8
  Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
  AC 21; Fort +7, Ref +11, Will +8
  HP 35; Weaknesses sonic 5
  Speed 40 feet
  Melee � jaws +11 (finesse, magical), Damage 2d6+5 piercing
  Melee � claw +11 (agile, finesse, magical), Damage 2d4+5 
  slashing
  Jaunt � (conjuration, move, primal, teleportation) The poracha 
  teleports up to 40 feet. It must have line of sight to the 
  space it teleports to. It can’t use Jaunt again for 1d4 rounds.
  Object Meld � (primal, transmutation) The poracha 
  touches an adjacent object of enough volume to contain 
  it. It merges into the object indefinitely, and while it’s 
  inside, time moves exceptionally slowly for it and it has 
  only limited perception of the outside world. The poracha 
  can sense what’s going on outside the object only using 
  tremorsense. The poracha can use only mental actions or 
  Jaunt; if it Jaunts, it leaves the object and appears where 
  it chooses. If a creature Strikes the object, the poracha is 
  expelled unharmed.
  PORACHAS (0) 
  CREATURE 4
  UNCOMMON
  N
  MEDIUM
  BEAST
  Pathfinder Bestiary 265
  Perception +10; tremorsense (imprecise) 10 feet, darkvision
  Languages Common, Senzar, Sylvan, Tien
  Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy 
  +11, Stealth +13, Survival +10
  Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
  AC 23; Fort +9, Ref +13, Will +10
  HP 50; Weaknesses sonic 5
  Speed 40 feet
  Melee � jaws +13 (finesse, magical), Damage 2d6+7 piercing
  Melee � claw +13 (agile, finesse, magical), Damage 2d4+7 
  slashing
  Jaunt � (conjuration, move, primal, teleportation) The poracha 
  teleports up to 40 feet. It must have line of sight to the 
  space it teleports to. It can’t use Jaunt again for 1d4 rounds.
  Object Meld � (primal, transmutation) The poracha 
  touches an adjacent object of enough volume to contain 
  it. It merges into the object indefinitely, and while it’s 
  inside, time moves exceptionally slowly for it and it has 
  only limited perception of the outside world. The poracha 
  can sense what’s going on outside the object only using 
  tremorsense. The poracha can use only mental actions or 
  Jaunt; if it Jaunts, it leaves the object and appears where 
  it chooses. If a creature Strikes the object, the poracha is 
  expelled unharmed.
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Give the weak poracha 10 
  additional Hit Points and a +2 bonus on Perception 
  checks.
  12–13 Challenge Points: Use a poracha instead of a 
  weak poracha.
  14–15 Challenge Points: Use a poracha instead of 
  a weak poracha, and give the poracha 15 additional 
  Hit Points.
  SCALING ENCOUNTER B
  
  20
  Pathfinder Society Scenario
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  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  11–13 Challenge Points: 
  Add 
  one 
  weakened 
  soulbound homunculus.
  12–13 Challenge Points: Add two weakened 
  soulbound homunculi.
  14–15 Challenge Points: Add three weakened 
  soulbound homunculi.
  SCALING ENCOUNTER C
  Green Scarf Encounter C (Subtier 1–2)
  This infamous woodland hag has menaced border 
  villages for years, and hungrily seeks an imprisoned kami 
  to power her profane magic and remove a weakening 
  curse that another hag inflicted upon her long ago. She 
  takes the form of a sickly-looking young woman. When 
  she sees the PCs, she pretends that she is lost in the forest 
  and asks for their aid, rolling Deception for her Initiative. 
  She flees if reduced to 6 HP or less. 
  When scaling the encounter, the hag may be 
  accompanied by one or more soulbound homunculi, 
  constructs she forged from the blood of her vanquished 
  foes. These homunculi fight until destroyed. 
  WEAK GREEN HAG 
  CREATURE 3
  CE
  MEDIUM
  HAG
  HUMANOID
  Pathfinder Bestiary 6, 201
  Perception +8; darkvision
  Languages Aklo, Tien, Jotun; tongues
  Skills Acrobatics +7, Athletics +9, Crafting +9, Deception +8, 
  Nature +6, Occultism +6, Stealth +7
  Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +4
  Coven A green hag adds entangle, outcast’s curse, and wall of 
  thorns to her coven’s spells.
  AC 19; Fort +9, Ref +9, Will +10, +1 status to all saves vs. magic
  HP 55; Weaknesses cold iron 5
  Sound Imitation A green hag who succeeds at a Deception 
  check to Lie can mimic the sounds of any animal found near 
  her lair. She has a +4 circumstance bonus to this check.
  Speed 25 feet, swim 25 feet
  Melee � claw +12 (agile, magical), Damage 1d10+3 slashing 
  plus enfeebling humors
  Occult Innate Spells DC 18, attack +12; 2nd invisibility (at will), 
  tree shape (at will); Cantrips (2nd) acid splash, dancing 
  lights, ghost sound, message; Constant (5th) tongues; (2nd) 
  water breathing; (1st) pass without trace
  Betraying Touch � The green hag touches a creature that 
  doesn’t realize the hag is an enemy. The betrayed creature 
  is affected by the hag’s enfeebling humors and takes a 
  –4 circumstance penalty to their saving throw against 
  that effect.
  Change Shape � 
  (concentrate, 
  occult, 
  polymorph, 
  transmutation) The green hag can take on the appearance 
  of any Medium humanoid woman. This doesn’t change her 
  Speed or her attack and damage bonuses with her Strikes 
  but might change the damage type her Strikes deal.
  Enfeebling Humors (necromancy, occult) A creature damaged 
  by a hag’s claw must succeed at a DC 18 Fortitude save or 
  be enfeebled 1 for 1 day. On a critical failure, or if it gets hit 
  again and fails its save a second time, it’s enfeebled 2 for 
  1 day.
  Exhale Miasma [two-actions] (necromancy, occult) The green 
  hag exhales a miasma of green vapors. Each living creature 
  in a 15-foot cone is affected by her enfeebling humors 
  (attempting a save as normal). She can’t use Exhale Miasma 
  again for 1d4 rounds.
  WEAK SOULBOUND HOMUNCULI (0)  
  CREATURE –1
  CE
  TINY
  CONSTRUCT
  SOULBOUND
  Pathfinder Bestiary 6, 208
  Perception +3; darkvision
  Languages Aklo, Tien, Jotun
  Skills Acrobatics +3, Stealth +3
  Str –1, Dex +3, Con +0, Int +0, Wis +1, Cha –2
  AC 15; Fort +0, Ref +5, Will +1
  HP 7; Immunities bleed, death effects, disease, doomed, 
  drained, fatigued, healing, necromancy, nonlethal attacks, 
  paralyzed, poison, sickened, unconscious
  Speed 15 feet, fly 40 feet
  Melee � jaws +5 (finesse, magical), Damage 1d4 piercing plus 
  homunculus poison
  Homunculus Poison (poison); A homunculus has one dose of 
  poison in a reservoir in its head. It can refill this poison from 
  its reserves with an Interact action. Saving Throw DC 13 
  Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison 
  and enfeebled 1 (1 round)
  
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  Appendix 3: Green Scarf 
  Statistics (Subtier 3–4)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the green scarf relic in Subtier 3–4, including any 
  variations described in the text.
  Green Scarf Encounter A (Subtier 3–4)
  This violent jinkin serve a more powerful hag, and 
  desperately want to stay on her good side. He fights 
  alongside a pair of soulbound dolls that the hag created 
  from the souls of unfortunate mortals who crossed 
  her path.
  JINKIN 
  CREATURE 1
  CE
  TINY
  FEY
  GREMLIN
  Pathfinder Bestiary 193
  Perception +7; darkvision
  Languages Undercommon
  Skills Acrobatics +7, Crafting +5 (+7 traps), Deception +5, 
  Nature +5, Stealth +7, Thievery +7
  Str –2, Dex +4, Con +0, Int +2, Wis +2, Cha +2
  Items shortsword
  AC 17; Fort +6, Ref +10, Will +7
  HP 19; Weaknesses cold iron 2
  Speed 30 feet
  Melee � shortsword +9 (agile, finesse, magical, versatile S), 
  Damage 1d6–2 piercing
  Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
  Sneak Attack The jinkin deals 1d6 extra precision damage to 
  flat-footed creatures.
  Tinker (curse, primal, transmutation) A group of six jinkins 
  can work together for an hour to imbue an item with a 
  curse at a range of 60 feet. While this process is lengthy, 
  it’s also unobtrusive and can be performed while Hiding. 
  Jinkins prefer to use this ability on magic items. The curse 
  makes the item unreliable (DC 5 flat check or waste any 
  action to Interact with or Activate the item), adds a bizarre 
  requirement to use the item, or imparts some other curse 
  of a similar caliber.
  SOULBOUND DOLLS (2) 
  CREATURE 2
  CE
  TINY
  CONSTRUCT
  SOULBOUND
  Pathfinder Bestiary 304
  Perception +8; darkvision
  Languages Tien
  Skills Acrobatics +8, Occultism +4, Stealth +8
  Str –2, Dex +4, Con +3, Int +0, Wis +2, Cha +0
  Personality Fragments A soulbound doll shares fragments 
  of its donor soul’s personality, though none of that 
  creature’s memories. This causes a soulbound doll to match 
  the donor soul’s alignment and gain the corresponding 
  alignment traits.
  AC 20; Fort +7, Ref +10, Will +6
  HP 23; Immunities bleed, death effects, disease, doomed, 
  drained, fatigued, healing, mental, necromancy, nonlethal 
  attacks, paralyzed, poison, sickened, unconscious
  Speed 20 feet
  Melee � fist +10 (agile, finesse, magical), Damage 1d6+2 
  bludgeoning
  Occult Innate Spells DC 18, attack +8; 3rd levitate, vampiric 
  touch; Cantrips (1st) light, mage hand, prestidigitation
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add one jinkin to the 
  encounter.
  24–27 Challenge Points: Add one jinkin and one 
  soulbound doll to the encounter.
  28–31 Challenge Points: Add two soulbound dolls to 
  the encounter.
  32–35 Challenge Points: Add a jinkin and two 
  soulbound dolls to the encounter.
  36+ Challenge Points: Add two jinkins and two 
  soulbound dolls to the encounter.
  SCALING ENCOUNTER A
  
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  Pathfinder Society Scenario
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  Green Scarf Encounter B (Subtier 3–4)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. The 
  Pathfinders Lin Po and Ti Lan stand guard over the caravan, 
  but they provide minor assistance to the PCs from afar. 
  Creatures: Porachas are elusive creatures native to the 
  Forest of Spirits. Porachas are rarely hostile to travelers, 
  but the jinkins gremlins serving the hag have irritated this 
  pair of porachas to their wit’s end with their loud chittering 
  and sadistic pranks. One of these “pranks” even caused 
  the porachas internal injuries that have been slow to heal. 
  In some of the scalings for this encounter, one of more of 
  the poracha’s injuries have healed, but their fury has not 
  yet cooled.
  The porachas Jaunt to engage foes that hide in the back 
  first, especially concentrating on creatures that have sonic 
  attacks. If reduced to 8 HP or less, a poracha Object Melds 
  with a tree to escape, or Jaunts away if the PCs attack its 
  melded object.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one hit with a crossbow bolt for 
  1d8 damage against one of the porachas each round. 
  As long as the PCs engage the porachas in combat, 
  they leave these NPC Pathfinders and the other caravan 
  members alone. If the PCs lose the combat or abandon 
  the caravan, it takes a poracha 2 rounds to knock Lin Po 
  or Ti Lan unconscious. After taking down both of these 
  Pathfinders, the porachas take the caravan’s treasures 
  and flee into the forest.
  WEAK PORACHAS (2) 
  CREATURE 3
  UNCOMMON
  N
  MEDIUM
  BEAST
  Pathfinder Bestiary 6, 265
  Perception +8; tremorsense (imprecise) 10 feet, darkvision
  Languages Common, Senzar, Sylvan, Tien
  Skills Acrobatics +11, Athletics +7, Deception +9, Diplomacy 
  +9, Stealth +11, Survival +8
  Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
  AC 21; Fort +7, Ref +11, Will +8
  HP 35; Weaknesses sonic 5
  Speed 40 feet
  Melee � jaws +11 (finesse, magical), Damage 2d6+5 piercing
  Melee � claw +11 (agile, finesse, magical), Damage 2d4+5 
  slashing
  Jaunt � (conjuration, move, primal, teleportation) The poracha 
  teleports up to 40 feet. It must have line of sight to the space 
  it teleports to. It can’t use Jaunt again for 1d4 rounds.
  Object Meld � (primal, transmutation) The poracha touches 
  an adjacent object of enough volume to contain it. It merges 
  into the object indefinitely, and while it’s inside, time moves 
  exceptionally slowly for it and it has only limited perception 
  of the outside world. The poracha can sense what’s going on 
  outside the object only using tremorsense. The poracha can 
  use only mental actions or Jaunt; if it Jaunts, it leaves the 
  object and appears where it chooses. If a creature Strikes the 
  object, the poracha is expelled unharmed.
  PORACHAS (0) 
  CREATURE 4
  UNCOMMON
  N
  MEDIUM
  BEAST
  Pathfinder Bestiary 265
  Perception +10; tremorsense (imprecise) 10 feet, darkvision
  Languages Common, Senzar, Sylvan, Tien
  Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy 
  +11, Stealth +13, Survival +10
  Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
  AC 23; Fort +9, Ref +13, Will +10
  HP 50; Weaknesses sonic 5
  Speed 40 feet
  Melee � jaws +13 (finesse, magical), Damage 2d6+7 piercing
  Melee � claw +13 (agile, finesse, magical), Damage 2d4+7 
  slashing
  Jaunt � (conjuration, move, primal, teleportation) The poracha 
  teleports up to 40 feet. It must have line of sight to the 
  space it teleports to. It can’t use Jaunt again for 1d4 rounds.
  Object Meld � (primal, transmutation) The poracha touches 
  an adjacent object of enough volume to contain it. It merges 
  into the object indefinitely, and while it’s inside, time moves 
  exceptionally slowly for it and it has only limited perception 
  of the outside world. The poracha can sense what’s going 
  on outside the object only using tremorsense. The poracha 
  can use only mental actions or Jaunt; if it Jaunts, it leaves 
  the object and appears where it chooses. If a creature 
  Strikes the object, the poracha is expelled unharmed.
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: The PCs fight one weak 
  poracha and one poracha.
  24–27 Challenge Points: The PCs fight three weak 
  porachas.
  28–31 Challenge Points: The PCs fight two weak 
  porachas and a poracha.
  32–35 Challenge Points: The PCs fight one weak 
  poracha and two porachas.
  36+ Challenge Points: The PCs fight three porachas.
  SCALING ENCOUNTER B
  
  23
  Pathfinder Society Scenario
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  Green Scarf Encounter C (Subtier 3–4)
  This infamous woodland hag has menaced border 
  villages for years, and hungrily seeks an imprisoned 
  kami to power her profane magic. She opens combat by 
  imprisoning the most threatening-looking foe with her 
  bonds of iron, and then enters melee. She flees if reduced 
  to 12 HP or less. 
  When scaling the encounter, the hag may be 
  accompanied by one or more of her soulbound dolls. 
  These dolls fight until destroyed. 
  ANNIS HAG 
  CREATURE 6
  CE
  LARGE
  HAG
  HUMANOID
  Pathfinder Bestiary 202
  Perception +15; darkvision
  Languages Aklo, Common, Tien, Undercommon
  Skills Acrobatics +10, Athletics +14 (+16 to Grapple), Crafting 
  +11, Deception +11, Intimidation +11, Stealth +14
  Str +6, Dex +4, Con +4, Int +1, Wis +4, Cha +3
  Coven An annis hag adds earthbind, passwall, and spellwrack 
  to her coven’s spells.
  AC 24; Fort +16, Ref +12, Will +14, +1 status to all saves 
  vs. magic
  HP 85; Resistances physical 5 (except bludgeoning)
  Speed 40 feet
  Melee � claw +16 (agile, cold iron, magical, reach 10 feet), 
  Damage 2d8+6 slashing plus Grab
  Bonds of Iron � (attack, conjuration, occult) Once per day, 
  an annis hag can cause a cage built of cold iron fingernails 
  to spring out of nothingness at a range of up to 30 feet, 
  attempting an Athletics check to Grapple against the 
  target’s Fortitude DC; if the target has a weakness to cold 
  iron, the annis hag gains a +2 circumstance bonus to this 
  check. Unlike a normal Grapple, the annis hag doesn’t need 
  to be within reach and can move as she pleases, and a 
  successful attempt lasts until the creature escapes (DC 24), 
  causing the cage to crumble into rust. Any creature can 
  attempt to destroy the cage by attacking it. It has an AC of 
  19, Hardness 10, and 40 Hit Points.
  Change Shape 
  � 
  (concentrate, 
  occult, 
  polymorph, 
  transmutation) The hag can take on the appearance of any 
  Medium female humanoid. This doesn’t change her Speed 
  or her attack and damage bonuses with her Strikes but 
  might change the damage type her Strikes deal (typically 
  to bludgeoning).
  Rend � claw
  SOULBOUND DOLLS (0) 
  CREATURE 2
  CE
  TINY
  CONSTRUCT
  SOULBOUND
  Pathfinder Bestiary 304
  Perception +8; darkvision
  Languages Tien
  Skills Acrobatics +8, Occultism +4, Stealth +8
  Str –2, Dex +4, Con +3, Int +0, Wis +2, Cha +0
  Personality Fragments A soulbound doll shares fragments 
  of its donor soul’s personality, though none of that 
  creature’s memories. This causes a soulbound doll to match 
  the donor soul’s alignment and gain the corresponding 
  alignment traits.
  AC 20; Fort +7, Ref +10, Will +6
  HP 23; Immunities bleed, death effects, disease, doomed, 
  drained, fatigued, healing, mental, necromancy, nonlethal 
  attacks, paralyzed, poison, sickened, unconscious
  Speed 20 feet
  Melee � fist +10 (agile, finesse, magical), Damage 1d6+2 
  bludgeoning
  Occult Innate Spells DC 18, attack +8; 3rd levitate, vampiric 
  touch; Cantrips (1st) light, mage hand, prestidigitation
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add a soulbound doll to the 
  encounter.
  24–27 Challenge Points: Add two soulbound dolls to 
  the encounter.
  28–31 Challenge Points: Add three soulbound dolls 
  to the encounter.
  32–35 Challenge Points: Add four soulbound dolls to 
  the encounter.
  36+ Challenge Points: Add five soulbound dolls to 
  the encounter.
  SCALING ENCOUNTER C
  
  24
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Appendix 4: Omamori 
  Amulet Statistics 
  (Subtier 1–2)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the omamori amulet relic in Subtier 1–2, including 
  any variations described in the text.
  Omamori Amulet Encounter A (Subtier 1–2)
  This pair of giant foxes is keen to serve their kitsune 
  master, and eagerly hunt the PCs and townsfolk. They 
  fight in a group and try to flank and bring down one foe 
  at a time. If a fox is reduced to 6 HP or less, it flees into 
  the forest. 
  LOYAL GIANT FOXES (2) 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +7, Athletics +4, Stealth +7
  Str +1, Dex +4, Con +2, Int –4, Wis +1, Cha –2
  AC 16; Fort +7, Ref +9, Will +4
  HP 22
  Speed 30 feet, climb 20 feet
  Melee � jaws +9 (finesse), Damage 1d6+1 piercing 
  Melee � claws +9 (agile, finesse), Damage 1d6+1 slashing
  Pounce � The giant fox Strides and makes a Strike at the end 
  of that movement. If the fox begins this action hidden, it 
  remains hidden until after this ability’s Strike.
  Sneak Attack A giant fox deals 1d4 extra precision damage to 
  flat-footed creatures. 
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Give each of the giant foxes 
  10 additional Hit Points and increase their AC and 
  saving throw bonuses by 1.
  12–13 Challenge Points: Add one loyal giant fox to 
  the encounter.
  14–15 Challenge Points: Add one loyal giant fox 
  to the encounter. Give each of the giant foxes 10 
  additional Hit Points and increase their AC and saving 
  throw bonuses by 1.
  SCALING ENCOUNTER A
  
  25
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  Omamori Amulet Encounter B (Subtier 1–2)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. 
  The Pathfinders Lin Po and Ti Lan stand guard over the 
  caravan, but they provide minor assistance to the PCs 
  from afar. 
  Creatures: These bandits notice the trail that the spirits 
  leave for the PCs and eagerly follow it, expecting to find 
  vulnerable travelers at the end. They gang up on targets 
  using flanking, only using ranged attacks if they can’t close 
  to melee and attack in one round. If reduced to 4 HP or 
  less, or if the circumstances of battle have clearly turned 
  against them, the bandits flee into the woods.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one hit with a crossbow bolt 
  for 1d8 damage against one of the bandits each round. 
  As long as the PCs engage the bandits in combat, they 
  leave these NPC Pathfinders and the other caravan 
  members alone. If the PCs lose the combat or abandon 
  the caravan, it takes a bandit 3 rounds to knock Lin Po 
  or Ti Lan unconscious. After taking down both of these 
  Pathfinders, the bandits take the caravan’s treasures and 
  flee into the forest.
  HUMAN BANDITS (4) 
  CREATURE –1
  CN
  MEDIUM
  HUMAN
  HUMANOID
  Perception +7
  Languages Tien
  Skills Athletics +5, Acrobatics +4, Deception +2, Intimidation 
  +2, Society +3, Stealth +4, Survival +5, Thievery +5
  Str +3, Dex +2, Con +0, Int +0, Wis +2, Cha –1
  Items club, leather armor, sling (10 bullets)
  AC 15; Fort +3, Ref +7, Will +5
  HP 8
  Speed 25 feet
  Melee � club +6 (thrown 10 ft.), Damage 1d6 bludgeoning
  Ranged � sling +5 (propulsive, range increment 50 feet, 
  reload 1), Damage 1d6 bludgeoning
  Ruffian Strike A bandit deals 3 extra precision damage to a 
  flat-footed creature.
  Surprise Attacker On the first round of combat, creatures that 
  haven’t acted yet are flat-footed to the bandit.
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one bandit to the 
  encounter.
  12–13 Challenge Points: Add two bandits to the 
  encounter.
  14–15 Challenge Points: Add three bandits to the 
  encounter.
  SCALING ENCOUNTER B
  
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  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one angry fox to the 
  encounter.
  12–13 Challenge Points: Add two angry foxes to the 
  encounter.
  14–15 Challenge Points: Add three angry foxes to the 
  encounter.
  SCALING ENCOUNTER C
  Omamori Amulet Encounter C (Subtier 1–2)
  The kitsune Dorobu, an exile from civilization with 
  violent, bestial tendencies, craves the imprisoned kami’s 
  power to command the surrounding wilderness. Prior to 
  combat, the kitsune casts wild morph and magic fang 
  to make his claws particularly ferocious; these spells are 
  already figured into the kitsune’s statistics. The kitsune is 
  overcome with ambition and fights to the death. 
  When scaling this encounter, Dorobu has fox allies. He 
  sends these foxes to attack archers and spellcasters while 
  he cuts through the closest target and works his way to 
  the back, casting fear or hydraulic push if he gets in over 
  his head. His minions flee if reduced to 6 HP or less, or 
  once the kitsune is slain.
  DOROBU  
  CREATURE 3
  UNIQUE
  NE
  MEDIUM
  HUMANOID
  KITSUNE
  Perception +10, low-light vision
  Languages Druidic, Senzar, Tien
  Skills Athletics +8, Intimidation +6, Nature +10, Survival +10
  Str +3, Dex +1, Con +2, Int +0, Wis +4, Cha +1
  Items hide armor, holly and mistletoe
  AC 19; Fort +9, Ref +6, Will +12
  HP 48
  Speed 25 feet
  Melee � bite +12, Damage 1d8+3 piercing
  Melee � +1 striking wild claws +13 (agile, finesse), Damage 
  2d6+3 slashing
  Primal Prepared Spells DC 19, attack +12; 2nd heal (×2), 
  hydraulic push; 1st fear, magic fang (×2); Cantrips (2nd) 
  guidance, produce flame, ray of frost, tanglefoot
  Order Spells (1 Focus Point); 2nd wild morph, wild shape
  ANGRY FOXES (0) 
  CREATURE –1
  N
  TINY
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +4, Athletics +2, Stealth +4
  Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha –2
  AC 15; Fort +5, Ref +6, Will +4
  HP 8
  Speed 30 feet, climb 20 feet
  Melee � jaws +8 (finesse), Damage 1d4 piercing 
  Melee � claws +8 (agile, finesse), Damage 1d4 slashing
  Pounce � The fox Strides and makes a Strike at the end 
  of that movement. If the fox begins this action hidden, it 
  remains hidden until after this ability’s Strike.
  
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  Appendix 5: Omamori 
  Amulet Statistics 
  (Subtier 3–4)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the omamori amulet relic in Subtier 3–4, including 
  any variations described in the text.
  Omamori Amulet Encounter A (Subtier 3–4)
  This vicious vulpine has a cruel and keen intelligence. 
  She serves Doboru because it believes that the kitsune 
  will grant her more minions to rule over and give her 
  more opportunities to play cruel and violent tricks on 
  travelers. She and her pair of loyal giant foxes eagerly 
  hunt the PCs and townsfolk. They fight in a group and 
  try to flank and bring down one foe at a time. If a fox is 
  reduced to 6 HP or less, it flees into the forest. 
  The scaling for this encounter introduces more vicious 
  vulpines. In this case, the territorial creatures are almost 
  as eager to gain an advantage over each other as they are 
  to defeat the PCs. If combat swings in their favor, they 
  can take the opportunity to attack their injured rivals. 
  LOYAL GIANT FOXES (2) 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +7, Athletics +4, Stealth +7
  Str +1, Dex +4, Con +2, Int –4, Wis +1, Cha –2
  AC 16; Fort +7, Ref +9, Will +4
  HP 22
  Speed 30 feet, climb 20 feet
  Melee � jaws +9 (finesse), Damage 1d6+1 piercing 
  Melee � claws +9 (agile, finesse), Damage 1d6+1 slashing
  Pounce � The giant fox Strides and makes a Strike at the end 
  of that movement. If the fox begins this action hidden, it 
  remains hidden until after this ability’s Strike.
  Sneak Attack A giant fox deals 1d4 extra precision damage to 
  flat-footed creatures. 
  VICIOUS VULPINE 
  CREATURE 3
  NE
  MEDIUM
  BEAST
  Perception +8; low-light vision, scent (imprecise) 30 feet
  Languages Common, Tien, Senzar
  Skills Acrobatics +9, Athletics +7, Deception +9, Stealth +9
  Str +2, Dex +4, Con +2, Int +0, Wis +1, Cha +2
  AC 19; Fort +9, Ref +11, Will +6
  HP 55
  Speed 30 feet, climb 20 feet
  Melee � jaws +9 (finesse), Damage 1d8+2 piercing plus 1d6 
  persistent bleed
  Melee � claws +9 (agile, finesse), Damage 1d8+2 slashing
  Pounce � The vicious vulpine Strides and makes a Strike 
  at the end of that movement. If the fox begins this action 
  hidden, it remains hidden until after this ability’s Strike.
  Sneak Attack A vicious vulpine deals 1d4 extra precision 
  damage to flat-footed creatures. 
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add one loyal giant fox to 
  the encounter.
  24–27 Challenge Points: Add one vicious vulpine to 
  the encounter.
  28–31 Challenge Points: Add one loyal giant fox and 
  one vicious vulpine to the encounter.
  32–35 Challenge Points: Add four loyal giant foxes 
  to the encounter.
  36+ Challenge Points: Add one loyal giant fox and 
  two vicious vulpines to the encounter.
  SCALING ENCOUNTER A
  
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  Omamori Amulet Encounter B (Subtier 3–4)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. 
  The Pathfinders Lin Po and Ti Lan stand guard over the 
  caravan, but they provide minor assistance to the PCs 
  from afar. 
  Creatures: These three tengu sneaks notice the trail 
  that the spirits leave for the PCs and eagerly follow it, 
  expecting to find vulnerable travelers at the end. They 
  gang up on targets using flanking, only using ranged 
  attacks if they can’t close to melee and attack in one 
  round. If reduced to 8 HP or less, or if the circumstances 
  of battle have clearly turned against them, the bandits flee 
  into the woods. When scaling the encounter, the tengu 
  bandits can have human allies; these human bandits flee 
  if reduced to 4 HP or less.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one hit with a crossbow bolt 
  for 1d8 damage against one of the bandits each round. 
  As long as the PCs engage the bandits in combat, they 
  leave these NPC Pathfinders and the other caravan 
  members alone. If the PCs lose the combat or abandon 
  the caravan, it takes a bandit 2 rounds to knock Lin Po 
  or Ti Lan unconscious. After taking down both of these 
  Pathfinders, the bandits take the caravan’s treasures and 
  flee into the forest.
  TENGU SNEAKS (3) 
  CREATURE 2
   CN
  MEDIUM
  HUMANOID
  TENGU
  Pathfinder Bestiary 310
  Perception +6; low-light vision
  Languages Common, Tengu, Tien, Undercommon
  Skills Acrobatics +8, Athletics +6, Deception +7, Diplomacy 
  +5, Society +5, Stealth +8, Thievery +8
  Str +2, Dex +4, Con +1, Int +1, Wis +0, Cha +1
  Items rapier, shortbow, studded leather armor
  AC 19; Fort +7, Ref +10, Will +4
  HP 27
  Speed 25 feet
  Melee � rapier +10 (deadly 1d8, disarm, finesse), Damage 
  1d6+2 piercing
  Melee � beak +10 (finesse), Damage 1d4+2 piercing
  Ranged � shortbow +10 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  Go for the Eyes � (incapacitation) Trigger The tengu critically 
  hits with a beak Strike. Effect The tengu attempts to peck 
  out its victim’s eyes. The target must attempt a DC 17 
  Fortitude save.
  Success Unaffected.
  Failure Blinded for 1 round.
  Critical Failure Blinded until healed to maximum HP.
  Sneak Attack The tengu deals 1d6 extra precision damage to 
  flat-footed creatures.
  Surprise Attacker On the first round of combat, creatures that 
  haven’t acted yet are flat-footed to the tengu.
  HUMAN BANDITS (0) 
  CREATURE –1
   CN
  MEDIUM
  HUMAN
  HUMANOID
  Perception +7
  Languages Tien
  Skills Athletics +5, Acrobatics +4, Deception +2, Intimidation 
  +2, Society +3, Stealth +4, Survival +5, Thievery +5
  Str +3, Dex +2, Con +0, Int +0, Wis +2, Cha –1
  Items club, leather armor, sling (10 bullets)
  AC 15; Fort +3, Ref +7, Will +5
  HP 8
  Speed 25 feet
  Melee � club +6 (thrown 10 ft.), Damage 1d6 bludgeoning
  Ranged [one-action] sling +5 (propulsive, range increment 50 
  feet, reload 1), Damage 1d6 bludgeoning
  Ruffian Strike A bandit deals 3 extra precision damage to a 
  flat-footed creature.
  Surprise Attacker On the first round of combat, creatures that 
  haven’t acted yet are flat-footed to the bandit.
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add two human bandits to 
  the encounter.
  24–27 Challenge Points: Add one tengu sneak to the 
  encounter.
  28–31 Challenge Points: Add one tengu sneak and 
  two human bandits to the encounter.
  32–35 Challenge Points: Add two tengu sneaks to 
  the encounter.
  36+ Challenge Points: Add three tengu sneaks to the 
  encounter.
  SCALING ENCOUNTER B
  
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  Omamori Amulet Encounter C (Subtier 3–4)
  The kitsune Dorobu, an exile from civilization with 
  violent, bestial tendencies, craves the imprisoned kami’s 
  power to command the surrounding wilderness. Prior to 
  combat, the kitsune casts wild morph and magic fang 
  to make his claws particularly ferocious; these spells are 
  already figured into the kitsune’s statistics. The kitsune is 
  overcome with ambition and fights to the death. 
  In the scalings of this encounter, Dorobu has fox allies. 
  He sends these foxes to attack archers and spellcasters 
  while he cuts through the closest target and works his 
  way to the back, casting fear or hydraulic push if he gets 
  in over his head. His minions flee if reduced to 6 HP or 
  less, or once the kitsune is slain.
  DOROBU  
  CREATURE 6
  UNIQUE
  NE
  MEDIUM
  HUMANOID
  KITSUNE
  Perception +15, low-light vision
  Languages Druidic, Senzar, Tien
  Skills Athletics +13, Intimidation +11, Nature +15, Survival +15
  Str +4, Dex +1, Con +2, Int +0, Wis +4, Cha +1
  Items hide armor, holly and mistletoe
  AC 24; Fort +14, Ref +11, Will +17
  HP 99
  Speed 25 feet
  Melee � bite +17, Damage 1d8+4 piercing
  Melee � +1 striking wild claws +18 (agile, finesse), Damage 
  2d6+4 slashing
  Primal Prepared Spells DC 24, attack +17; 3rd fear, heal, 
  hydraulic push; 2nd enlarge, heal (×2); 1st fleet step, magic 
  fang (×2); Cantrips (3rd) guidance, produce flame, ray of 
  frost, tanglefoot
  Order Spells (1 Focus Point); 3rd wild morph, wild shape
  ANGRY FOXES (0) 
  CREATURE –1
  N
  TINY
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +4, Athletics +2, Stealth +4
  Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha –2
  AC 15; Fort +5, Ref +6, Will +4
  HP 8
  Speed 30 feet, climb 20 feet
  Melee � jaws +8 (finesse), Damage 1d4 piercing 
  Melee � claws +8 (agile, finesse), Damage 1d4 slashing
  Pounce � The fox Strides and makes a Strike at the end 
  of that movement. If the fox begins this action hidden, it 
  remains hidden until after this ability’s Strike.
  VICIOUS VULPINES (0) 
  CREATURE 3
  NE
  MEDIUM
  BEAST
  Perception +8; low-light vision, scent (imprecise) 30 feet
  Languages Common, Tien, Senzar
  Skills Acrobatics +9, Athletics +7, Deception +9, Stealth +9
  Str +2, Dex +4, Con +2, Int +0, Wis +1, Cha +2
  AC 19; Fort +9, Ref +11, Will +6
  HP 55
  Speed 30 feet, climb 20 feet
  Melee � jaws +9 (finesse), Damage 1d8+2 piercing plus 1d6 
  persistent bleed
  Melee � claws +9 (agile, finesse), Damage 1d8+2 slashing
  Pounce � The vicious vulpine Strides and makes a Strike 
  at the end of that movement. If the fox begins this action 
  hidden, it remains hidden until after this ability’s Strike.
  Sneak Attack A vicious vulpine deals 1d4 extra precision 
  damage to flat-footed creatures. 
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add three angry foxes to 
  the encounter.
  24–27 Challenge Points: Add one vicious vulpine and 
  two angry foxes to the encounter.
  28–31 Challenge Points: Add two vicious vulpines 
  and one angry fox to the encounter.
  32–35 Challenge Points: Add three vicious vulpines 
  to the encounter.
  36+ Challenge Points: Add three vicious vulpines to 
  the encounter, and give all combatants 10 additional 
  Hit Points.
  SCALING ENCOUNTER C
  
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  Appendix 6: Paper 
  Lantern Statistics 
  (Subtier 1–2)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the paper lantern relic in Subtier 1–2, including any 
  variations described in the text.
  Paper Lantern Encounter A (Subtier 1–2)
  These pair of ruthless undead serve a greater skeleton 
  risen in the void of the kami’s absence. The skeleton 
  guard attacks the closest target until either it or its 
  victims fall. The skeletal champion targets spellcasters 
  (especially those casting heal) before moving on to more 
  well armored foes. All skeletons fight until destroyed.
  SKELETAL CHAMPION 
  CREATURE 2
  NE
  MEDIUM
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +8; darkvision
  Languages Common, Necril, Tien
  Skills Acrobatics +8, Athletics +8, Intimidation +7
  Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, steel shield (Hardness 5, HP 20, BT 10), 
  lance, longsword
  AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
  HP 25, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � longsword +10 (versatile P), Damage 1d8+4 slashing
  Melee � claw +10 (agile), Damage 1d6+4 slashing
  Melee � lance +10 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+4 piercing
  SKELETON GUARD 
  CREATURE –1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +2; darkvision
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 16; Fort +2, Ref +8, Will +2
  HP 4, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 
  5, electricity 5, fire 5, piercing 5, slashing 5
  Speed 25 feet
  Melee � scimitar +6 (forceful, sweep), Damage 1d6+2 
  slashing
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  Ranged � shortbow +6 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  To adjust for the PC’s overall strength, use 
  the following challenge point adjustment. These 
  adjustments are not cumulative.
  10–11 Challenge Points: Add one skeleton guard to 
  the encounter.
  12–13 Challenge Points: Add two skeleton guards to 
  the encounter.
  14–15 Challenge Points: Add three skeleton guards to 
  the encounter.
  SCALING ENCOUNTER A
  
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  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Increase the haunts bonus 
  on Stealth checks and Will saves by 1 and give it 10 
  additional Hit Points.
  12–13 Challenge Points: The haunt gains a fourth 
  action, which it uses to attempt to compel a second 
  frightened creature to attack itself (it cannot cause the 
  same creature to attack itself twice). 
  14–15 Challenge Points: Increase the haunts bonus 
  on Stealth checks and Will saves by 1 and give it 10 
  additional Hit Points. Exorcising the spirits requires 
  three skill checks instead of two. The haunt gains a 
  fourth action, which it uses to attempt to compel a 
  second frightened creature to attack itself (it cannot 
  cause the same creature to attack itself twice).
  SCALING ENCOUNTER B
  Paper Lantern Encounter B (Subtier 1–2)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. 
  The Pathfinders Lin Po and Ti Lan stand guard over the 
  caravan, but they provide minor assistance to the PCs 
  from afar. 
  Creatures: Not all spirits dwelling in the Forest 
  of Spirits are benign. This stretch of the path hosts a 
  collection of hostile spirits who aggressively possess and 
  harm passersby until they are collectively exorcised. The 
  haunt occupies an area of forest with a 20-foot radius.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one successful Aid per round 
  on a check to Disable the haunt or permanently lower 
  the DC of the check to disable the haunt. As long as 
  the PCs do not abandon the caravan, the haunt always 
  chooses to target the PCs with its routine. If the PCs lose 
  the battle or abandon the caravan, Lin Po and Ti Lan 
  attempt to disable the haunt themselves and are knocked 
  unconscious in the process. However, the rest of the 
  caravan manages to escape.
  MALICIOUS SPIRITS  
  HAZARD 3
  COMPLEX
  HAUNT
  Stealth +12 (trained)
  Description A cadre of evil spirits assails people’s minds 
  throughout the stretch of forest. The spirits first afflict their 
  hosts with visceral images of their own deaths, then try to 
  recreate their deaths by forcing their hosts to inflict similar 
  wounds upon themselves. Creatures frightened by the haunt 
  appear to have ephemeral masks with horns, tusks, and 
  yellow eyes over their faces.
  Disable Two Occultism or Religion checks DC 23 (trained) to 
  exorcise the spirits. A creature can either inflict 4 mental 
  damage to the haunt or permanently lower the DC of checks 
  to exorcise the spirits 1 by succeeding at a DC 20 Diplomacy 
  check to calm the spirits, a DC 20 Nature check to use kami-
  specific warding incantations, a DC 20 Occultism check to 
  leverage obscure haunt lore, or a DC 20 Religion check to use 
  a lesser exorcism. Any creature currently frightened by the 
  haunt is a potential target for inflicting damage to the haunt; 
  mental and positive damage only affect such a host creature 
  if they choose to be affected, while force or similar damage 
  harms both the haunt and the host equally.
  Will +12
  HP 44, negative healing; Immunities acid, cold, electricity, 
  fire, physical, sonic; Weaknesses positive 5
  Visions of Death � Trigger Three or more creatures enter 
  the haunt’s area; Effect Spectral faces appear, and the 
  haunt rolls initiative.
  Routine (3 actions; emotion, fear, mental) On its initiative, 
  the haunt uses its first two actions to attempt to terrify 
  a random target in its area that is not already frightened. 
  The target must attempt a DC 20 Will save.
  Critical Success The target is unaffected and is temporarily 
  immune to this haunt for 24 hours.
  Success The target is frightened 1.
  Failure The target is frightened 1. The value of the frightened 
  condition does not automatically decrease by 1 at the 
  end of each of the target’s turns. Instead, the target can 
  attempt a DC 18 Will save at the end of each of their turns 
  to remove the condition.
  Critical Failure The target is frightened 2. The value of the 
  frightened condition does not automatically decrease by 1 
  at the end of each of the target’s turns. Instead, the target 
  can attempt a DC 18 Will save at the end of each of their 
  turns to lower their frightened value by 1.
  The haunt then spends an action to compels one of 
  the creatures that it has frightened to harm itself with 
  surrounding forest debris, its strength fueled by spirit 
  possession. The creature must succeed at a DC 20 Will save 
  or attempt to Strike itself during its turn as its first action, 
  using the haunt’s statistics below. Note that frightened 
  applies equally to the creature’s attack roll and AC, and 
  therefore does not affect the accuracy of the attack.
  Melee � debris +16, Damage 1d6+3 bludgeoning
  
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  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one skeleton guard to 
  the encounter.
  12–13 Challenge Points: Add two skeleton guards to 
  the encounter.
  14–15 Challenge Points: Add three skeleton guards 
  to the encounter.
  SCALING ENCOUNTER C
  Paper Lantern Encounter C (Subtier 1–2)
  This skeletal giant leads the plague of undead spawning 
  from the kami’s grove. It fights until destroyed. 
  EERIE SKELETAL GIANT 
  CREATURE 3
  NE
  LARGE
  SKELETON
  UNDEAD
  Variant skeletal giant (Pathfinder Bestiary 298)
  Perception +7; darkvision
  Languages Necril, Tien
  Skills Athletics +12, Intimidation +9
  Str +5, Dex +1, Con +3, Int +0, Wis +0, Cha +2
  Items glaive, half plate
  AC 17; Fort +10, Ref +8, Will +7
  HP 50, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 30 feet
  Melee � glaive +12 (deadly d8, forceful, reach 15 feet), 
  Damage 1d8+7 slashing
  Melee � horns +12 (agile), Damage 1d10+5 piercing
  Broad Swipe � The giant makes two Strikes with its glaive 
  against two adjacent foes, both of whom are within its 
  reach. The multiple attack penalty does not increase until 
  after both attacks are resolved.
  Terrifying Charge � The giant Strides and makes a horns 
  Strike with a +4 circumstance bonus to damage. If the 
  strike hits, the giant attempts to Demoralize the target.
  SKELETON GUARDS (0) 
  CREATURE –1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +2; darkvision
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 16; Fort +2, Ref +8, Will +2
  HP 4, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 
  5, electricity 5, fire 5, piercing 5, slashing 5
  Speed 25 feet
  Melee � scimitar +6 (forceful, sweep), Damage 1d6+2 
  slashing
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  Ranged [� shortbow +6 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  
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  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add two skeleton guards to 
  the encounter.
  24–27 Challenge Points: Add one skeletal champion 
  and one skeleton guard to the encounter.
  28–31 Challenge Points: Add one skeletal champion 
  and one skeletal horse to the encounter.
  32–35 Challenge Points: Add one skeletal champion, 
  two skeleton guards, and one skeletal horse to the 
  encounter.
  36+ Challenge Points: Add two skeletal champions 
  and one skeletal horse to the encounter.
  SCALING ENCOUNTER A
  Appendix 7: Paper 
  Lantern Statistics 
  (Subtier 3–4)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the paper lantern relic in Subtier 3–4, including any 
  variations described in the text.
  Paper Lantern Encounter A (Subtier 3–4)
  These ruthless undead serve a greater skeleton risen in the 
  void of the kami’s absence. Skeleton guards are mindless 
  and attack the closest target until either they or their 
  victims fall. A skeletal champion rides the skeletal horse 
  and capitalizes on its high speed, targeting spellcasters 
  (especially those casting heal) before moving on to more 
  well-armored foes. All skeletons fight until destroyed.
  SKELETAL CHAMPION 
  CREATURE 2
  NE
  MEDIUM
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +8; darkvision
  Languages Common, Necril, Tien
  Skills Acrobatics +8, Athletics +8, Intimidation +7
  Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, steel shield (Hardness 5, HP 20, BT 10), 
  lance, longsword
  AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
  HP 25, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � longsword +10 (versatile P), Damage 1d8+4 slashing
  Melee � claw +10 (agile), Damage 1d6+4 slashing
  Melee � lance +10 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+4 piercing
  SKELETON GUARDS (2) 
  CREATURE –1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +2; darkvision
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 16; Fort +2, Ref +8, Will +2
  HP 4, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 
  5, electricity 5, fire 5, piercing 5, slashing 5
  Speed 25 feet
  Melee � scimitar +6 (forceful, sweep), Damage 1d6+2 
  slashing
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  Ranged � shortbow +6 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  SKELETAL HORSE 
  CREATURE 2
  NE
  LARGE
  MINDLESS
  SKELETON
  UNDEAD
  Pathfinder Bestiary 299
  Perception +8; darkvision
  Skills Acrobatics +7, Athletics +9
  Str +5, Dex +3, Con +2, Int –5, Wis +2, Cha +0
  AC 16; Fort +6, Ref +9, Will +8
  HP 33, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 40 feet
  Melee � hoof +9, Damage 1d8+5 bludgeoning
  Gallop � The horse Strides twice, with its Speed increased 
  by 10 feet.
  Undead Steed Undead and creatures allied with them can 
  Command a skeletal steed without needing to attempt a 
  skill check.
  
  34
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Paper Lantern Encounter B (Subtier 3–4)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. The 
  Pathfinders Lin Po and Ti Lan stand guard over the caravan, 
  but they provide minor assistance to the PCs from afar. 
  Creatures: Not all spirits dwelling in the Forest of Spirits 
  are benign. This stretch of the path hosts a collection of 
  hostile spirits who aggressively possess and harm passersby 
  until they are collectively exorcised. The haunt occupies an 
  area of forest with a 20-foot radius.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one successful Aid per round on a 
  check to Disable the haunt or permanently lower the DC 
  of the check to disable the haunt. As long as the PCs do not 
  abandon the caravan, the haunt always chooses to target the 
  PCs with its routine. If the PCs lose the battle or abandon 
  the caravan, Lin Po and Ti Lan attempt to disable the haunt 
  themselves and are knocked unconscious in the process. 
  However, the rest of the caravan manages to escape.
  VENGEFUL SPIRITS  
  HAZARD 5
  COMPLEX
  HAUNT
  Stealth +15 (trained)
  Description A cadre of evil spirits assails people’s minds 
  throughout the stretch of forest. The spirits first afflict their 
  hosts with visceral images of their own deaths, then try to 
  recreate their deaths by forcing their hosts to inflict similar 
  wounds upon themselves. Creatures frightened by the haunt 
  appear to have ephemeral masks with horns, tusks, and 
  yellow eyes over their faces.
  Disable Two Occultism or Religion checks DC 26 (trained) to 
  exorcise the spirits. A creature can either inflict 5 mental 
  damage to the haunt or permanently lower the DC of checks 
  to exorcise the spirits by 1 by succeeding at a DC 22 Diplomacy 
  check to calm the spirits, a DC 22 Nature check to use kami-
  specific warding incantations, a DC 22 Occultism check to 
  leverage obscure haunt lore, or a DC 22 Religion check to use 
  a lesser exorcism. Any creature currently frightened by the 
  haunt is a potential target for inflicting damage to the haunt; 
  mental and positive damage only affect such a host creature 
  if they choose to be affected, while force or similar damage 
  harms both the haunt and the host equally.
  Will +15
  HP 52, negative healing; Immunities acid, cold, electricity, 
  fire, physical, sonic; Weaknesses positive 5
  Visions of Death � Trigger Three or more creatures enter the 
  haunt’s area; Effect Spectral faces appear, and the haunt 
  rolls initiative.
  Routine (3 actions; emotion, fear, mental) On its initiative, 
  the haunt uses its first two actions to attempt to terrify a 
  random target in its area that is not already frightened. The 
  target must attempt a DC 22 Will save. 
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Increase the haunts bonus 
  on Stealth checks and Will saves by 1 and give it 20 
  additional Hit Points.
  24–27 Challenge Points: The haunt gains a fourth 
  action, which it uses to attempt to compel a second 
  frightened creature to attack itself (it cannot cause the 
  same creature to attack itself twice). 
  28–31 Challenge Points: Increase the haunts bonus 
  on Stealth checks and Will saves by 1 and give it 20 
  additional Hit Points. Exorcising the spirits requires 
  three skill checks instead of two. As a part of its third 
  action, the haunt can to compel two different frightened 
  creatures to attack themselves.
  32–35 Challenge Points: Increase the haunts bonus 
  on Stealth checks and Will saves by 2 and give it 40 
  additional Hit Points. Exorcising the spirits requires 
  three skill checks instead of two. As a part of its third 
  action, the haunt can to compel up to four different 
  frightened creatures to attack themselves.
  36+ Challenge Points: As 32–35 Challenge Points, 
  and also increase the DCs of all checks in the Disable 
  section of the haunt’s statistics by 2.
  SCALING ENCOUNTER B
  Critical Success The target is unaffected and is temporarily 
  immune to this haunt for 24 hours.
  Success The target is frightened 1.
  Failure The target is frightened 2. The value of the frightened 
  condition does not automatically decrease by 1 at the end 
  of each of the target’s turns. Instead, the target can attempt 
  a DC 18 Will save at the end of each of their turns to lower 
  their frightened value by 1.
  Critical Failure The target is frightened 3. The value of the 
  frightened condition does not automatically decrease by 1 
  at the end of each of the target’s turns. Instead, the target 
  can attempt a DC 18 Will save at the end of each of their 
  turns to lower their frightened value by 1.
  The haunt uses its third action to compel any 
  frightened creature to harm itself with surrounding forest 
  debris, its strength fueled by spirit possession. The creature 
  must succeed at a DC 22 Will save or attempt to Strike 
  itself during its turn as its first action, using the haunt’s 
  statistics below. Note that frightened applies equally to the 
  creature’s attack roll and AC, and therefore does not affect 
  the accuracy of the attack.
  Melee � debris +19, Damage 1d10+3 bludgeoning
  
  35
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Paper Lantern Encounter C (Subtier 3–4)
  This skeletal mage leads the plague of undead spawning 
  from the kami’s grove. It fights until destroyed. 
  SKELETAL CHAMPIONS (0) 
  CREATURE 2
  NE
  MEDIUM
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +8; darkvision
  Languages Common, Necril, Tien
  Skills Acrobatics +8, Athletics +8, Intimidation +7
  Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, steel shield (Hardness 5, HP 20, BT 10), 
  lance, longsword
  AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
  HP 25, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � longsword +10 (versatile P), Damage 1d8+4 slashing
  Melee � claw +10 (agile), Damage 1d6+4 slashing
  Melee � lance +10 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+4 piercing
  SKELETAL GIANT 
  CREATURE 3
  NE
  LARGE
  MINDLESS
  SKELETON
  UNDEAD
  Pathfinder Bestiary 299
  Perception +7; darkvision
  Skills Athletics +12, Intimidation +9
  Str +5, Dex +1, Con +3, Int –5, Wis +0, Cha +2
  Items glaive, half plate
  AC 17; Fort +10, Ref +8, Will +7
  HP 50, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 30 feet
  Melee � glaive +12 (deadly d8, forceful, reach 15 feet), 
  Damage 1d8+7 slashing
  Melee � horns +12 (agile), Damage 1d10+5 piercing
  Broad Swipe � The giant makes two Strikes with its glaive 
  against two adjacent foes, both of whom are within its 
  reach. The multiple attack penalty does not increase until 
  after both attacks are resolved.
  Terrifying Charge � The giant Strides and makes a horns 
  Strike with a +4 circumstance bonus to damage. If the 
  strike hits, the giant attempts to Demoralize the target.
  SKELETAL MAGE  
  CREATURE 5
  NE
  MEDIUM
  SKELETON
  UNDEAD
  Perception +12, darkvision
  Languages Necril, Tien
  Skills Intimidation +13, Religion +10
  Str +0, Dex +3, Con +0, Int –1, Wis +2, Cha +5
  AC 20; Fort +12, Ref +9, Will +15
  HP 58, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 25 feet
  Melee � claw +11 (agile, finesse), Damage 1d6+3 slashing
  Divine Spontaneous Spells DC 23, attack +13; 3rd (3 slots) 
  bind undead, blindness, chilling darkness; 2nd (4 slots) 
  darkness, dispel magic, false life, sound burst (signature); 
  1st (4 slots) bane, harm (signature), magic weapon, ray of 
  enfeeblement; Cantrips (3rd) chill touch, daze, divine lance, 
  forbidding ward, shield
  Bloodline Spells (1 Focus Point) DC 23; 3rd touch of undeath
  Blood Magic When a skeletal mage casts a spell, either it 
  gains temporary Hit Points equal to the spell’s level for 
  1 round, or one target takes 1 negative damage per spell 
  level (if the spell already deals negative damage, combine 
  this with the spell’s initial damage before determining 
  weaknesses and resistances).
  Widen Spell � The skeleton mage causes the next spell they 
  cast to affect a wider area. If the next action they use is 
  to Cast a Spell that has an area of a burst, cone, or line 
  and does not have a duration, increase the area of that 
  spell. Add 5 feet to the radius of a burst that normally has 
  a radius of at least 10 feet (a burst with a smaller radius is 
  not affected). Add 5 feet to the length of a cone or line that 
  is normally 15 feet or smaller, and add 10 feet to the length 
  of a larger cone or line.
  Signature Spell The skeletal mage can freely heighten the 
  spells marked signature.
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add one skeletal champion 
  to the encounter.
  24–27 Challenge Points: Add two skeletal champions 
  to the encounter.
  28–31 Challenge Points: Add two skeletal giants to 
  the encounter.
  32–35 Challenge Points: Add three skeletal giants to 
  the encounter.
  36+ Challenge Points: Add three skeletal giants and 
  one skeletal champion to the encounter.
  SCALING ENCOUNTER C
  
  36
  Pathfinder Society Scenario
  Lost on the Spirit Road
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Give each pine brute 10 
  additional Hit Points.
  12–13 Challenge Points: Add one pine brute to the 
  encounter.
  14–15 Challenge Points: Add one pine brute to the 
  encounter and give each pine brute 10 additional Hit 
  Points.
  SCALING ENCOUNTER A
  Appendix 8: Wild Bonsai 
  Statistics (Subtier 1–2)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the wild bonsai relic in Subtier 1–2, including any 
  variations described in the text.
  Wild Bonsai Encounter A (Subtier 1–2)
  In the kodama’s absence, these two pine brutes have taken 
  their duty to protect the forest to extremes, including 
  sometimes antagonizing nearby villagers. They spread 
  out and attack many different foes unless someone 
  attacks them using fire, in which case they concentrate 
  their aggression on that foe. They avoid enemies wielding 
  axes. If a pine brute is reduced to 8 HP or less, it flees 
  into the forest.
  PINE BRUTES (2)  
  CREATURE 1
  NE
  MEDIUM
  PLANT
  Perception +7, low-light vision
  Languages Arboreal, Senzar, Sylvan, Tien
  Skills Athletics +7, Stealth +4 (+8 in forests) 
  Str +4, Dex +1, Con +3, Int –1, Wis +2, Cha +0
  AC 16; Fort +10, Ref +4, Will +7
  HP 25; Weaknesses axe vulnerability, fire 5; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability A pine brute takes 5 additional damage 
  from axes.
  Sap A pine brute’s bark secretes sticky sap. Any creature that 
  hits the pine brute with a melee attack, is hit by the pine 
  brute, or otherwise touches the pine brute must succeed 
  at a DC 17 Reflex save or suffer the effects of a lesser 
  tanglefoot bag (Core Rulebook 545), also becoming clumsy 
  1 until the sticky substance is removed. A creature striking 
  the pine brute with a weapon or object can automatically 
  succeed at this Reflex save by leaving the object stuck 
  to the pine brute. The object can then be removed with a 
  successful DC 17 Athletics check (made as a single action). 
  A pine brute can have any number of objects stuck to it at 
  a time. The pine brute can release a stuck object by using a 
  single action, and the sap dissolves 1 minute after the pine 
  brute dies, releasing all stuck objects.
  Speed 25 feet
  Melee � branch +8, Damage 1d6+3 piercing plus sap
  
  37
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Wild Bonsai Encounter B (Subtier 1–2)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. 
  The Pathfinders Lin Po and Ti Lan stand guard over the 
  caravan, but they provide minor assistance to the PCs 
  from afar. 
  Creatures: The primal energy spilling off from the 
  kami’s attempts to escape has animated these four 
  statues. Built to honor the kami, these four statues now 
  serve as temporary guardians of the forest. However, 
  the kami’s frustration has put them on high alert, and 
  they consider anyone they see who is not clearly native 
  to the forest to be a threat. They fight until destroyed.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one hit with a crossbow bolt 
  for 1d8 damage against one of the bandits each round. 
  As long as the PCs engage the statues in combat, they 
  leave these NPC Pathfinders and the other caravan 
  members alone. If the PCs lose the combat or abandon 
  the caravan, Lin Po and Ti Lan remain behind to cover 
  the caravan’s escape and are knocked unconscious in 
  the process.
  LESSER GUARDIAN STATUES (4)  
  CREATURE –1
  N
  SMALL
  CONSTRUCT
  MINDLESS
  Perception +3; darkvision
  Skills Athletics +5
  Str +1 Dex +1, Con +0, Int –5, Wis +0, Cha –5
  AC 16 (14 when broken); construct armor; Fort +3, Ref +6, Will +3
  HP 6; Hardness 2; Immunities bleed, death effects, disease, 
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. The adjustments are not 
  cumulative.
  10–11 Challenge Points: Add one lesser guardian 
  statue to the encounter.
  12–13 Challenge Points: Add two lesser guardian 
  statues to the encounter.
  14–15 Challenge Points: Add one lesser guardian 
  statue to the encounter. Give each of the lesser 
  guardian statues 10 additional Hit Points and a +2 
  bonus on attack and damage rolls.
  SCALING ENCOUNTER B
  doomed, drained, fatigued, healing, mental, necromancy, 
  nonlethal attacks, paralyzed, poison, sickened, unconscious
  Construct Armor Like normal objects, an guardian statue has 
  Hardness. This Hardness reduces any damage it takes by 
  an amount equal to the Hardness. Once an animated branch 
  is reduced to less than half its Hit Points, or immediately 
  upon being damaged by a critical hit, its construct armor 
  breaks and its Armor Class is reduced to 14.
  Follow Trespasser (move) �reaction] Trigger A creature moves 
  through the lesser guardian statue’s reach. Effect The 
  statue moves up to 15 feet in pursuit of the creature. 
  Speed 15 feet
  Melee � slam +6 (magical), Damage 1d4+1 bludgeoning
  
  38
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Wild Bonsai Encounter C (Subtier 1–2)
  A weakened arboreal warden is drawn to the area near 
  the wild bonsai. The excess energy that spills off the 
  kami as the kami attempts to break free has driven them 
  into a frenzy. They are inadvertently feeding upon this 
  energy to restore itself, sapping the kami’s strength. 
  If the PCs convinced Dorobu to surrender the 
  bonsai, the kami within attempts to reach out to 
  the PCs. When the arboreal warden is reduced to 20 
  Hit Points or fewer, their pull on the kami weakens, 
  allowing the kami to speak telepathically to whoever 
  possesses the bonsai. The kami gives the PC a phrase in 
  Sylvan to say to the warden, which translates to “The 
  high branches may tower, but they are nothing without 
  roots to hold them aloft.” This is among the kami’s 
  favored sayings, and hearing this phrase snaps the 
  warden (and pine brute, if present) out of their frenzy, 
  driving them to recognize the situation and cease their 
  attack against the PCs. 
  Otherwise, the arboreal creatures fight until destroyed.
  WEAK ARBOREAL WARDEN  
  CREATURE 3
  N
  LARGE
  PLANT
  Pathfinder Bestiary 6, 24
  Perception +9; low-light vision
  Languages Arboreal, Common, Senzar, Sylvan, Tien
  Skills Athletics +11, Stealth +7 (+12 in forests)
  Str +5, Dex +1, Con +3, Int +1, Wis +3, Cha +1
  Items large bark shield (Hardness 3, Hit Points 20, BT 10), 
  stone longsword
  AC 18 (20 with shield raised); Fort +11, Ref +7, Will +9
  HP 60; Weaknesses axe vulnerability, fire 10; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability An arboreal warden takes 5 additional 
  damage from axes.
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � stone longsword +11 (reach 10 feet), Damage 1d8+8 
  bludgeoning
  Melee � shield bash +11, Damage 1d6+8 bludgeoning
  Shield Push � The arboreal warden Strides and then makes 
  a shield bash Strike. If the attack hits, the target is pushed 
  10 feet.
  PINE BRUTE (0)  
  CREATURE 1
  N
  MEDIUM
  PLANT
  Perception +7, low-light vision
  Languages Arboreal, Senzar, Sylvan, Tien
  Skills Athletics +7, Stealth +4 (+8 in forests) 
  Str +4, Dex +1, Con +3, Int –1, Wis +2, Cha +0
  AC 16; Fort +10, Ref +4, Will +7
  HP 25; Weaknesses axe vulnerability, fire 5; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability A pine brute takes 5 additional damage 
  from axes.
  Sap A pine brute’s bark secretes sticky sap. Any creature that 
  hits the pine brute with a melee attack, is hit by the pine 
  brute, or otherwise touches the pine brute must succeed 
  at a DC 17 Reflex save or suffer the effects of a lesser 
  tanglefoot bag (Core Rulebook 545), also becoming clumsy 
  1 until the sticky substance is removed. A creature striking 
  the pine brute with a weapon or object can automatically 
  succeed at this Reflex save by leaving the object stuck 
  to the pine brute. The object can then be removed with a 
  successful DC 17 Athletics check (made as a single action). 
  A pine brute can have any number of objects stuck to it at 
  a time. The pine brute can release a stuck object by using a 
  single action, and the sap dissolves 1 minute after the pine 
  brute dies, releasing all stuck objects.
  Speed 25 feet
  Melee � branch +8, Damage 1d6+3 piercing plus sap
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Give the arboreal warden 15 
  additional Hit Points.
  12–13 Challenge Points: Give the arboreal warden 
  15 additional Hit Points and add a pine brute to the 
  encounter.
  14–15 Challenge Points: Give the arboreal warden 
  15 additional Hit Points, as well as a +2 bonus to its 
  Perception, skills, AC, saving throws, attack rolls, and 
  damage rolls. Add a pine brute to the encounter.
  SCALING ENCOUNTER C
  
  39
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Appendix 9: Wild Bonsai 
  Statistics (Subtier 3–4)
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing when running the scenario 
  with the wild bonsai relic in Subtier 3–4, including any 
  variations described in the text.
  Wild Bonsai Encounter A (Subtier 3–4)
  In the kodama’s absence, these two arboreal wardens 
  have taken their duty to protect the forest to extremes, 
  including sometimes antagonizing nearby villagers. They 
  spread out and attack many different foes unless someone 
  attacks them using fire, in which case they concentrate 
  their aggression on that foe. They avoid enemies wielding 
  axes. If an arboreal warden is reduced to 20 HP or less, 
  or if a pine brute is reduced to 8 HP or less it flees into 
  the forest.
  WEAK ARBOREAL WARDENS (2) CREATURE 3
  N
  LARGE
  PLANT
  Pathfinder Bestiary 6, 24
  Perception +9; low-light vision
  Languages Arboreal, Common, Senzar, Sylvan, Tien
  Skills Athletics +11, Stealth +7 (+12 in forests)
  Str +5, Dex +1, Con +3, Int +1, Wis +3, Cha +1
  Items large bark shield (Hardness 3, Hit Points 20, BT 10), 
  stone longsword
  AC 18 (20 with shield raised); Fort +11, Ref +7, Will +9
  HP 60; Weaknesses axe vulnerability, fire 10; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability An arboreal warden takes 5 additional 
  damage from axes.
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � stone longsword +11 (reach 10 feet), Damage 1d8+8 
  bludgeoning
  Melee � shield bash +11, Damage 1d6+8 bludgeoning
  Shield Push � The arboreal warden Strides and then makes 
  a shield bash Strike. If the attack hits, the target is pushed 
  10 feet.
  PINE BRUTES (0)  
  CREATURE 1
  N
  MEDIUM
  PLANT
  Perception +7, low-light vision
  Languages Arboreal, Senzar, Sylvan, Tien
  Skills Athletics +7, Stealth +4 (+8 in forests) 
  Str +4, Dex +1, Con +3, Int –1, Wis +2, Cha +0
  AC 16; Fort +10, Ref +4, Will +7
  HP 25; Weaknesses axe vulnerability, fire 5; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability A pine brute takes 5 additional damage 
  from axes.
  Sap A pine brute’s bark secretes sticky sap. Any creature that 
  hits the pine brute with a melee attack, is hit by the pine 
  brute, or otherwise touches the pine brute must succeed 
  at a DC 17 Reflex save or suffer the effects of a lesser 
  tanglefoot bag (Core Rulebook 545), also becoming clumsy 
  1 until the sticky substance is removed. A creature striking 
  the pine brute with a weapon or object can automatically 
  succeed at this Reflex save by leaving the object stuck 
  to the pine brute. The object can then be removed with a 
  successful DC 17 Athletics check (made as a single action). 
  A pine brute can have any number of objects stuck to it at 
  a time. The pine brute can release a stuck object by using a 
  single action, and the sap dissolves 1 minute after the pine 
  brute dies, releasing all stuck objects.
  Speed 25 feet
  Melee � branch +8, Damage 1d6+3 piercing plus sap
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Add one pine brute to the 
  encounter.
  24–27 Challenge Points: Add one weakened arboreal 
  warden to the encounter.
  28–31 Challenge Points: Add one pine brute and one 
  weakened arboreal warden to the encounter.
  32–35 Challenge Points: Add two weakened arboreal 
  wardens to the encounter.
  36+ Challenge Points: Add three weakened arboreal 
  wardens to the encounter.
  SCALING ENCOUNTER A
  
  40
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Wild Bonsai Encounter B (Subtier 3–4)
  When the attack on the caravan begins, most of the 
  members of the caravan retreat to their wagons to hide. 
  The Pathfinders Lin Po and Ti Lan stand guard over the 
  caravan, but they provide minor assistance to the PCs 
  from afar. 
  Creatures: The primal energy spilling off from the 
  kami’s attempts to escape has animated these two statues. 
  Built to honor the kami, these statues now serve as 
  temporary guardians of the forest. However, the kami’s 
  frustration has put them on high alert, and they consider 
  anyone they see who is not clearly native to the forest to 
  be a threat. They fight until destroyed.
  Both Lin Po’s and Ti Lan’s initiative are 10. Their 
  assistance amounts to one hit with a crossbow bolt for 
  1d8 damage against one of the bandits each round. As 
  long as the PCs engage the statues in combat, they leave 
  these NPC Pathfinders and the other caravan members 
  alone. If the PCs lose the combat or abandon the caravan, 
  Lin Po and Ti Lan remain behind to cover the caravan’s 
  escape and are knocked unconscious in the process.
  SPIRIT GUARDIAN STATUES (2)  
  CREATURE 3
  N
  MEDIUM
  CONSTRUCT
  MINDLESS
  Perception +9; darkvision
  Skills Athletics +11
  Str +4, Dex –2, Con +5, Int –5, Wis +0, Cha –5
  AC 19 (16 when broken); construct armor; Fort +12, Ref +5, 
  Will +5
  HP 35; Hardness 6; Immunities bleed, death effects, disease, 
  doomed, drained, fatigued, healing, mental, necromancy, 
  nonlethal attacks, paralyzed, poison, sickened, unconscious
  Construct Armor Like normal objects, a spirit guardian 
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Give the spirit guardian 
  statues 15 additional Hit Points.
  24–27 Challenge Points: Add one spirit guardian 
  statue to the encounter.
  28–31 Challenge Points: Add one spirit guardian 
  statue to the encounter and give all spirit guardian 
  statues 15 additional Hit Points.
  32–35 Challenge Points: Add two spirit guardian 
  statues to the encounter.
  36+ Challenge Points: Add two spirit guardian 
  statues to the encounter and give all spirit guardian 
  statues 15 additional Hit Points.
  SCALING ENCOUNTER B
  statue has Hardness. This Hardness reduces any damage 
  it takes by an amount equal to the Hardness. Once a spirit 
  guardian statue is reduced to less than half its Hit Points, 
  or immediately upon being damaged by a critical hit, its 
  construct armor breaks and its Armor Class is reduced to 
  16.
  Follow Trespasser (move) � Trigger A creature moves 
  through the animated guardian statue’s reach. Effect The 
  statue moves up to 20 feet in pursuit of the creature. 
  Speed 20 feet
  Melee � slam +11 (magical), Damage 1d8+6 bludgeoning plus 
  Grab
  
  41
  Pathfinder Society Scenario
  Lost on the Spirit Road
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment. These adjustments are 
  not cumulative.
  20–23 Challenge Points: Increase the reach on the 
  awakened tree’s branch attack to 20 feet and give it 20 
  additional Hit Points.
  24–27 Challenge Points: Increase the reach on the 
  tree’s branch attack to 20 feet and give it 20 additional 
  Hit Points. Add one weakened arboreal warden to the 
  encounter.
  28–31 Challenge Points: Add two weakened arboreal 
  wardens to the encounter.
  32–35 Challenge Points: Add three weakened 
  arboreal wardens to the encounter.
  36+ Challenge Points: Add three weakened arboreal 
  wardens to the encounter. Increase the reach on the 
  awakened tree’s branch attack to 20 feet and give it 20 
  additional Hit Points.
  SCALING ENCOUNTER C
  Wild Bonsai Encounter C (Subtier 3–4)
  The surge of primal magic leaking off the kami as it 
  attempts to break free of its prison has animated a tree 
  and infused it with scraps of the kami’s knowledge. The 
  awakened tree feels the kami’s frustration, and it does 
  not realize that the magic required to maintain its own 
  unique sentience is sapping the kami’s strength.
  If the PCs convinced Dorobu to surrender the bonsai, 
  the kami within attempts to reach out to the PCs. When 
  the awakened tree is reduced to 20 Hit Points or fewer, 
  its pull on the kami weakens, allowing the kami to speak 
  telepathically to whoever possesses the bonsai. The kami 
  gives the PC a phrase in Sylvan to say to the tree, which 
  translates to “The high branches may tower, but they are 
  nothing without roots to hold them aloft.” Hearing this 
  phrase snaps the awakened tree out of its frenzy, driving 
  it to recognize the situation, cease its attack against the 
  PCs, and depart to a safe distance from the kami. When 
  it does so, the animating force departs its body and re-
  integrates into the kami. 
  Otherwise, the enlightened tree fights until destroyed. 
  Scaling the encounter adds weakened arboreal wardens. 
  They follow the awakened tree’s lead, departing only if 
  the tree does and otherwise fighting until destroyed.
  ENLIGHTENED AWAKENED TREE 
  CREATURE 6
  N
  HUGE
  PLANT
  Variant awakened tree (Pathfinder Bestiary 25)
  Perception +13; low-light vision
  Languages Arboreal, Common, Senzar, Sylvan, Tien
  Skills Athletics +14, Nature +11, Stealth +9 (+14 in forests)
  Str +6, Dex –1, Con +6, Int +0, Wis +3, Cha +0
  AC 22; Fort +16, Ref +9, Will +13
  HP 100; Weaknesses axe vulnerability, fire 10; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability An awakened tree takes 5 additional 
  damage from axes.
  Speed 20 feet
  Melee � branch +16 (reach 15 feet), Damage 2d8+6 
  bludgeoning
  Melee � root +16 (trip), Damage 2d6+6 bludgeoning
  WEAK ARBOREAL WARDENS (0) CREATURE 3
  N
  LARGE
  PLANT
  Pathfinder Bestiary 6, 24
  Perception +9; low-light vision
  Languages Arboreal, Common, Senzar, Sylvan, Tien
  Skills Athletics +11, Stealth +7 (+12 in forests)
  Str +5, Dex +1, Con +3, Int +1, Wis +3, Cha +1
  Items large bark shield (Hardness 3, Hit Points 20, BT 10), 
  stone longsword
  AC 18 (20 with shield raised); Fort +11, Ref +7, Will +9
  HP 60; Weaknesses axe vulnerability, fire 10; Resistances 
  bludgeoning 5, piercing 5
  Axe Vulnerability An arboreal warden takes 5 additional 
  damage from axes.
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � stone longsword +11 (reach 10 feet), Damage 1d8+8 
  bludgeoning
  Melee � shield bash +11, Damage 1d6+8 bludgeoning
  Shield Push � The arboreal warden Strides and then makes 
  a shield bash Strike. If the attack hits, the target is pushed 
  10 feet.
  
  42
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Arboreal Warden
  
  43
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Dorobu
  
  44
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Jinkin
  
  45
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Poracha
  
  46
  Pathfinder Society Scenario
  Lost on the Spirit Road
  Skeletal Champion
  
  Lost on the Spirit Road
  GM Resources
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Chronicle Sheet
  PCs who successfully complete this adventure gain the Traveler of the Spirit Road boon on their Chronicle sheet, as well 
  as access to the katana or +1 katana as appropriate for the Subtier they played.
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  
  48
  Pathfinder Society Scenario
  Lost on the Spirit Road
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–06: Lost on the Spirit Road© 2019, Paizo Inc.; Author: 
  Christopher Wasko.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
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  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
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  Pathfinder Society Scenario #1–06: Lost on the Spirit Road © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and 
  the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder 
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  R2M5
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–06: 
  Lost on the Spirit Road
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  katanaU (2 gp)
  +1 katanaU (level 2; 35 gp)
  The twisting, turning pathways along the Spirit Road offer many surprising revelations, some good, some bad. Only you are 
  likely to remember which path you took, where it led you, and what adventures you had along the way. Well, perhaps you and a 
  certain kitsune.
  ▫▫▫Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits 
  and not only managed to avoid losing your way, but even befriended some of the local kami. The kami’s 
  blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to 
  Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as 
  a free action to treat that check as a failure instead.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-06 - Lost on Spirit Road.pdf