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Gameplay for GM Gustavef's PFS2 2-00 King in Thorn Special at tier 7-8
Dot and Delete for now. More details will be ready early Feb

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FYI, this will now be a tier 1-2 table.

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**HOUSE GM ANNOUNCEMENT**
A small army of Pathfinders, you among them, wade ashore as the the Society’s expedition makes landfall. Venture-Captains and society faction leaders--many of them familiar to you--immediately begin directing Pathfinders in the myriad tasks that need to be done.
Welcome to PFS #2-00 The King in Thorns! GMs, please begin the Introduction. Part 1 begins in 2 days.

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A pale-skinned goblin who had been playing sea shanties on a flute during the journey put away his instrument and looks for the nearest venture-captain. "Jiki, reporting for duty," he says enthusiastically, waiting to see what his next job will be and who he will be helping to do it.

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A small flower pot with roots poking out the bottom, acting as legs, walks up to the group. A beautiful sunflower with a happy, infectious smile cheerily greets you all in an adorably sweet voice,
"Hello! I'm Honeysuckle! I like drinking tea, stamp collecting, and going on adventures with all of my new friends!
This is a 0xp character, I will have their sheet transferred to her profile by the end of the intro period

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Pathfinders hurry around the makeshift camp, packing and unpacking supplies, making repairs, and scribing scrolls. The atmosphere is excited but tinged with some trepidation. Venture-Captain Oraiah Tolal from Nirmathas takes the lead, ensuring everyone has an assignment and is working on it. A religious symbol of Alseta—goddess of doorways, portals, thresholds, and transitions—hangs from her neck, showing two faces in profile.
A host of activity is going and you are asked to help out with tasks of the other faction leaders while you get to know each other.

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TASK: INVENTORY
Relevant Skills: Nature, Society, Survival
Verdant Wheel faction leader Urwal lays on the ground, making marks on a scroll that stretches over 10 feet long. “This is our supplies list. Everything from rations to ammunition to the mounts needed to transport it all with us. We need to ensure that we know where everything is. I’m not letting anyone try to forage while we’re traveling.”
TASK: MAGICAL SUPPLIES
Relevant Skills Arcana, Nature, Occultism, Religion[/y]
Envoy’s Alliance faction leader Fola Barun directs a group of Pathfinders who are carefully blending magic and ingredients inside glass vials. “Come help us ensure that everyone is well supplied for this journey.”
TASK: MAPPING
Relevant Skills [i]Nature, Survival, Perception
Task Details Venture-Captain Bjersig Torrsen scrutinizes a map as his loyal dog, Mahki, lies by his feet. Mahki barks to alert Torrsen to approaching Pathfinders. He says, “I’m verifying all of our maps against what we can see from here. Landmarks can easily change. Why don’t you see if you can find any discrepancies?”
TASK: MORALE
Relevant Skills Deception, Diplomacy, Performance
Horizon Hunters faction leader Calisro Benarry waves the group over. “Some of the newer Pathfinders seem a little nervous about this mission. Can you cheer them up a bit? This is exciting, after all!”
TASK: REPAIRS
Relevant Skills Athletics, Crafting, Guild Lore
Venture-Captain Khoumrock Blackthane ensures that groups of smiths and carpenters accompanying the Pathfinders have everything they need. “A lot of this gear got damaged on the voyage over. We need to make sure that everything is in tip-top shape.”
TASK: RESEARCH
Relevant Skills Nature, Society, Survival
Radiant Oath faction leader Valais Durant oversees a small army of Pathfinders poring over books and scrolls. A few use magical methods to absorb information even faster. “Oh good, you’re here to help. I was able to get these reference materials from local institutions. There’s information on local plants, animals, and fey that I couldn’t get at home. We’re about to face a lot of dangers. Choose your favorite topic and start reading.”

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Assuming we are able to attempt allsix, despite the lack of skittermanders. If we only get one, Morale.
Society: 1d20 + 6 ⇒ (14) + 6 = 20
Occultism: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Performance (Wind): 1d20 + 9 ⇒ (4) + 9 = 13
Crafting: 1d20 + 2 ⇒ (7) + 2 = 9
Society: 1d20 + 6 ⇒ (11) + 6 = 17

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yes, everyone can attempt all. And it will be the highest roll of any of them. So don't worry about crit failure

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A small Kobold quickly weaves through the crowd and joins the group. His scales are bronze and he seems have a more confident demeanor than many Kobold you have meet. He is impeccably dressed, with finely tailored clothes obviously designed to fit a Kobold.
"Greetings. Great Marshal Emoubu is here to help. But we all friends, so please call Emoubu, Emoubu."
Inventory
Society: 1d20 + 5 ⇒ (15) + 5 = 20
Magical Supplies
Occultism: 1d20 + 5 ⇒ (12) + 5 = 17
Mapping
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Morale
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
Repairs
Crafting: 1d20 + 5 ⇒ (8) + 5 = 13
Research
Society: 1d20 + 5 ⇒ (14) + 5 = 19

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A rather rough-looking goblin strolls up armed like a goblin should be, with plates, spikes and blades protruding from various objects. "Hello, all. The name's Loohi Loohi, but most just call me Loohi. Let's see what we can do about getting off to a good start."
Mapping (Perception): 1d20 + 5 ⇒ (7) + 5 = 12
Morale (Deception): 1d20 + 6 ⇒ (11) + 6 = 17
Repairs (Athletics): 1d20 + 7 ⇒ (6) + 7 = 13
Research (Society): 1d20 + 4 ⇒ (15) + 4 = 19

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Still waiting on Honeysuckle and Arendel to intro here. Though you have at least got success on all the tasks. Now it is seeing if you get any critical successes. Jiki did get a crit success on Mapping.

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"Sorry I have arrived late, I was a bit deep in research, trying to train for today. I must have gotten lost in thought. My name is Arandel, Aran is fine as well."
Inventory(Society): 1d20 + 7 ⇒ (13) + 7 = 20
Mapping(Perception): 1d20 + 3 ⇒ (15) + 3 = 18
Morale(Society): 1d20 + 7 ⇒ (7) + 7 = 14
Repairs(Athletics): 1d20 + 3 ⇒ (1) + 3 = 4
Research(Academia Lore): 1d20 + 5 ⇒ (8) + 5 = 13

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Your work is noted and you are given the following:
You receive yout choice of a lesser antidote or lesser antiplague, as Urwal discovers that the Society packed in excess for the mission.
Barun and her team make an abundance of materials. You receive a minor healing potion
Torrsen has the area mapped thoroughly. You receive a survey atlas with a map for each encounter in Part 1.
The neophyte Pathfinders are in much better spirits for the journey ahead and can lend the you a hand. Once during the adventure,you can each receive a +1 circumstance bonus to one skill check or attack roll, representing the fellow Pathfinder succeeding at a check to Aid you. You must decide to use this benefit before rolling.
You receive one piece of non-magical low-grade cold iron ammunition of their choice from the Core Rulebook.
The background information helps you readily identify threats during the journey. Once during this adventure, you each can gain a +2 circumstance bonus to any one check to Recall Knowledge.

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**HOUSE GM ANNOUNCEMENT**
Everyone gathers around a makeshift stage as the sun starts to slip below the horizon. Pathfinders whisper to each other in anticipation.
Venture-Captain Oraiah Tolal addresses the group. “Pathfinders, our expedition begins tomorrow. We have a day’s travel to reach the site where we will find the Door of Seasons. The founders of our Society may have been unable to reach the realm that lies beyond this magical gateway, but we have something they lacked.” The Venture-Captain holds a verdant crown aloft. “This is the Perennial Crown, an artifact that will serve as the key to opening the door. I hope that Alseta will bless us as we find this doorway to a new place. From what we’ve been able to gather, there’s a demiplane on the other side. The demiplane and the crown alike are closely tied to the Thorned Monarch, Qxal, an evil fey who once terrorized this region. The Pathfinders who recovered this crown faced steep opposition from the Monarch, and I have no doubt they will defend the Door of Seasons even more fiercely. Be wary any fey you see along the way; they are likely to be working for Qxal. Stay in groups of four or more for safety and help each other. Make any final preparations that you require and get a good night’s sleep; your next few nights will be on the trail. We leave an hour after dawn.”
Day breaks, and the excitement around the camp is too high to allow any Pathfinder to oversleep. Agents perform morning rituals, eat breakfast, and take a final look through maps and plans. Venture-Captain Oraiah Tolal gathers everyone together one last time. “I know that we’ve prepared well. We’re going to stop this Thorned Monarch. I have a small gift for each of you: a signal whistle with an engraving of the Perennial Crown. Use it to signal your fellow Pathfinders if you need help. And now, into the wilderness!”
Table GMs, please begin Part 1.

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An aasimar woman with violet marks on her face looks around. “Urwal? Urwal, where have you gone? We’re setting off now. Urwal?”
She jumps slightly as an iruxi man suddenly drops to the ground from the tree overhead. He begins talking without missing a beat. “Pathfinders, watch your feet and know your plants and animals. The Thorned Monarch is wreaking havoc on the ecology of this area, and we don’t want to make it worse. Valais, aren’t you ready to go? We’re departing now.”
Valais Durant stares for a brief moment before replying. “Yes. Yes, I am ready. Pathfinders, we’re very close to the Door of Seasons now, and things are about to get dangerous. Watch each other’s backs and don’t be afraid to call for help.”
Part 1 Missions
Edited for more description
1. The Mushroom Ring -- A mushroom gate is acting as a portal for fey creatures
2. It Talks! -- Some animals are acting wierd
3. Befuddled Pathfinders -- Some other new pathfinders could use help
4. Enchanted Plants -- some plants are acting weird
5. Chart a Course -- A new course needs to be chartered though the wilderness
6. The Disguised Forces -- Things are not always what they seem
I will go with the first two votes. But if you want to give an order to do them in as well, that will speed things up.

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We also have AID TOKENS Only one person can attempt to "boost" each token. We will hand these out and then get others from other tables

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Taking lesser antidote and cold iron arrow from the task rewards.
Jiki spends the evening performing for a group of Pathfinders, ending with some soothing music as people wander off to their tents. In the morning, he checks his gear and heads for the Door of Seasons when his team looks prepared.
Order presented is fine, though there is always the possibility the house gets too many successes at the first few and not enough for the last ones that way.

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"Maybe we should look into those weird plants. I have a little background in medicine, maybe it will help?"
Arandel will take a cold iron bolt, and a lessor antidote. Also as a member of the School of Spells, he will take a scroll of burning hands as well.
Boost Token to Provide Knowledge - Arcana vs DC 17: 1d20 + 7 ⇒ (17) + 7 = 24

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"Emoubu does not care which way we go. Marshal Emoubu can help no mater what."
If it isn't obvious, Emoubu took the Marshal Dedication recently. He's quite proud of it. What it means is that anyone within 10 feet of him gets a +1 versus Fear.

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Also we have gotten our first Aid Token
**AID TOKEN: Allied Offensive**
**Passing From**: GM Our MYsterious Benefactor
**Passing To**: GM Gustavef
**Aid Character Name**: Phineas Hatt
Effect: Other Pathfinders assist your attack, increasing the damage you deal by the listed amount.
**Boosted?** Yes
**Boost Effect**: Increase damage by 1d6

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Right, networking gear. Scroll of charm from the Spells and lesser antiplague from the Swords.

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Durant points out a series of small tracks. “There are fey coming from somewhere around here. We think Qxal might be using mushroom rings to allow their fey allies to cross over from the First World to ours. See if you can find one and shut it down, but be careful. By the looks of things, they’re already operational.”
Per, Emoubu: 1d20 + 6 ⇒ (11) + 6 = 17
Per, Loohi Loohi: 1d20 + 5 ⇒ (4) + 5 = 9
Per, Arendel Grimfoe: 1d20 + 5 ⇒ (15) + 5 = 20
Per, Jiki: 1d20 + 5 ⇒ (5) + 5 = 10
You are easialy able to locate the mushroom ring portal with ease.
In the middle of a small pond (Slide8), a ring of large toadstools glows with a slight magical energy. The ground inside wobbles and is almost translucent, as if one could step right through it.

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I apologize, work had me slammed trying to prepare for the weather. Honeysuckle was grabbing her two minor healing potions from School
Honeysuckle sprouts up to join the party.
"Sorry about that friends! Oooh, what pretty mushrooms! Do you want me to check them out for you?"
Honeysuckle will approach the wobbly ground, curious as to how it works.

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Jiki will approach the ring and see if he can learn anything about it or the area around it.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

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Loohi grabs a lesser antiplague and minor healing potion from the loot and starts with a potency crystal from Swords.
Loohi moves around the area, trying to keep his back to something solid, in case something jumps free of the ring of 'shrooms. "Don't know if I can trust those shrooms guys. Careful careful."
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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Jiki casts evil eye on Honey-suckle. Fortunately, he does not know that spell, so nothing happens.

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As you approach the mushrooms glow a briefly as a small fey pops out of the portal.
Per, Emoubu: 1d20 + 6 ⇒ (2) + 6 = 8
Per, Loohi Loohi: 1d20 + 5 ⇒ (7) + 5 = 12
Per, Arendel Grimfoe: 1d20 + 5 ⇒ (13) + 5 = 18
Per, Honeysuckle: 1d20 + 7 ⇒ (1) + 7 = 8
Per, Jiki: 1d20 + 5 ⇒ (11) + 5 = 16
Portal: 1d20 + 5 ⇒ (18) + 5 = 23
A wave of unluck washes over the whole group
Will, Emoubu: 1d20 + 6 ⇒ (17) + 6 = 23
Will, Loohi Loohi: 1d20 + 5 ⇒ (7) + 5 = 12
Will, Arendel Grimfoe: 1d20 + 3 ⇒ (7) + 3 = 10
Will, Honeysuckle: 1d20 + 7 ⇒ (15) + 7 = 22
Will, Jiki5: 1d20 + 5 ⇒ (1) + 5 = 6
Will, Emoubu: 1d20 + 6 ⇒ (20) + 6 = 26
Will, Loohi Loohi: 1d20 + 5 ⇒ (2) + 5 = 7
Will, Arendel Grimfoe: 1d20 + 3 ⇒ (10) + 3 = 13
Will, Honeysuckle: 1d20 + 7 ⇒ (18) + 7 = 25
Will, Jiki5: 1d20 + 5 ⇒ (13) + 5 = 18
Honeysuckle and Emoubu seem to shrug off the unlucky aura.
Everyone else will need to roll twice and take the worse of the your rolls while with in 20 feet of the fey
The little fey then shots its twice bow at Honeysuckle
bow attack: 1d20 + 8 ⇒ (9) + 8 = 17
bow damage: 1d6 ⇒ 5
bow attack: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18
bow damage: 1d6 ⇒ 6
Hitting twice (how unlucky for you)
Then skitters around the ring.
Your quick assessment of the ring. You can just damage it to destroy it or use Nature or Thievery to disable it. Each disable attempt takes two actions and will require more than one success.
The Mushroom ring
Group conditions:
Round 1Emoubu - dmg;
Loohi Loohi - dmg;
Arendel Grimfoe - dmg;
Jiki the Flatulist - dmg
Honeysuckle - 11 dmg;Portal and Fey

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"Emoubu is good at disabling things, give Emoubu cover while he does it."
Emoubu will take a minor healing potion from being a field commissioned agent.
It takes two moves to get to be a point where I think reaching the ring to be likely, so my default action here is two moves and then draw his rapier.
However, if the square to the left of Jiki, the Flatulist is close enough to reach the ring, I will do this instead.
Move once, then disable on the ring using Thievery.
Thievery: 1d20 + 8 ⇒ (10) + 8 = 18

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Jiki will try to figure out a way to turn this thing off.
Thievery: 1d20 + 7 ⇒ (7) + 7 = 14
And then begins to encourage the rest of the party.
Inspire Courage: +1 to attack, damage and saves against fear

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Honeysuckle winces from the pain of the arrows, a look of concern washing over her face.
"Oh no no no!"
The soil in her pot begins the churn as her roots, clinging to dirt, form a mass the shape of a small human. The mass draws a large pick from it's torso as it gives a terrifying scream.
"Friends I am so sorry! I'll try to rein him in while you all handle the portal!"
The mass drags Honeysuckle towards the fey creature, all the while swinging away with the greatpick.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 4 ⇒ (1) + 4 = 5
◆Draw weapon
◆Move
◆Attack

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Emoubu would have been close enough to get to the ring in one move. And not being affected by the pugwampi's bad luck, is able to start taking down the portal
Jiki, fumbles around and can't seem to make any progress, but then inspires the rest of the party
Honesuckle ignores the arrows and bounds forward to deal with the fey creature head on and hits the creature, but not very strongly. Though you do get a +1 to damage from inspire
Loohi and Arendel can still act
The Mushroom ring
Group conditions: Inspire Courage
Round 1Emoubu - dmg;
Loohi Loohi - dmg;
Arendel Grimfoe - dmg;
Jiki the Flatulist - dmg
Honeysuckle - 11 dmg;Portal and Fey - 1 disable.
Pugwampi - 6 dmg

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Arendel's shot still hits even with his unluck
Botting Looohi
Loohi moves up to ring and works on it to stop it.
Thievery: 1d20 + 6 ⇒ (5) + 6 = 11
But does not make any additional progress
The pugwampi being somewhat surrounded takes a step back and shoots again at Honeysuckle
Shortbow: 1d20 + 8 ⇒ (1) + 8 = 9
Shortbow: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11
Missing with both arrows
A second few pops out with a sword drawn and charges Jiki
Short sword: 1d20 + 8 ⇒ (8) + 8 = 16
Short sword: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
Also not connecting.
The Mushroom ring
Group conditions:
Round 1Emoubu - dmg;
Loohi Loohi - dmg;
Arendel Grimfoe - dmg;
Jiki the Flatulist - dmg
Honeysuckle - dmg;Portal and Fey - 1 disable.
Pugwampi - 8 dmg

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"Hurry up with what you are doing there, or move away and I can try to burn it down."
Meanwhile, Arandel reloads his crossbow, takes aim at the same fey, and fires again. He was not so lucky this time.
Ranged attack: 1d20 + 1 ⇒ (7) + 1 = 8
Ranged attack: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d8 ⇒ 3

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Jiki makes another attempt to disable the ring.
Thievery: 1d20 + 7 ⇒ (12) + 7 = 19
Then raises his shield to protect himself while he works.

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"Emoubu thinks we should do it this way."
Thievery: 1d20 + 8 ⇒ (11) + 8 = 19
After working the circle for a moment, Emoubu pulls out his rapier just in case the combat gets closer.

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Jiki and Emoubu work quickly and deftly with the ring. After a few moments the final key mushroom is suppressed, and the pugwampis are sucked back in to the portal as it collapses safely. The Monarch will not be able to use this one any more.
Success. You spend up to one hour to treat wounds and refocus between encounters.

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Next on the List
A stream nearby starts bubbling and a familiar iruxi pops his head above water. “Pathfinders, do watch out for the local fauna. The animals of this area are quite intriguing. I even heard some speaking. Well worth further study if we can avoid ending their lives with a blade.” Before anyone can respond, Urwal is back underwater and swimming away.
You make your way to the area Urwal mentions and see on a small ridge a nest of snakes moving about. The largest one, some type of python, address you with a hiss. "No! Go back! Our home! Not yours"

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"Greetings, my serpentine friends! Our apologies for disturbing your rest, but I want to assure you that we have no interest in driving you from your home, or harming it or you. We merely wish to learn about this fascinating place and then move along."
Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9
Urgh, shouldn't have said that in a mongoose accent, I think.

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"Worry not little snake. Emoubu and friends passing through. Emoubu has some food if it would make things better."
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

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It's rage satiated, the root ball crawls back into it's plant pot home while Honeysuckle soaks up some sun to try to heal up her wounds.
Medicine: 1d20 + 5 ⇒ (11) + 5 = 16
HP Recovered: 2d8 ⇒ (7, 6) = 13
"Hello snake friends! My pals here and I are just making our way through, trying to make things better for your forest. Would it be ok if we did that?"
Honeysuckle is more attempting to appeal to them with her general knowledge about Nature, but will gladly do a Diplomacy if that is what you prefer
Nature: 1d20 + 5 ⇒ (18) + 5 = 23
Diplomacy: 1d20 + 2 ⇒ (4) + 2 = 6
Honeysuckle's extroverted personality is NOT appreciate by the snakes! Hopefully they take the nature instead.

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Nature will work and seems to appeal to the creatures better than flat out appeal of Diplomacy
Although not impressed with Jiki's opening remarks, they did not take offense at it. Emoubu, and Honey-suckle do a much better job of getting their attention and start to listen. "What can you do for Forrest? What can you do for us? Qxal awakens and bring us green! " Interested with Honey-suckle particularly. "Do you not feel its warmth? "

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In response to Arandel the snake hisses. "The King in Thorn! Bringer of Good and light!"
You also know Qxal as the main evil lurking behind why you are hear in the first place. The snakes are awaken and currently swayed towards Qxal only because they heard him last. You can still convince these creature to not follow the corrupting fey.

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Loohi doesn't really understand much outside his urban environs, "Anyone good with little...nature creatures? I can yell at them a bunch, if you think that will help."