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Pathfinder Adventure: The Blooming Catastrophe

The document provides background information and instructions for playing Pathfinder Society Scenario #1–15: The Blooming Catastrophe. It is designed for 1st-4th level characters and takes about 4 hours to play. The scenario involves corrupted nature spirits called leshys that are attacking travelers in Iobaria's Finadar Forest. The PCs must meet with their guide Jaldan in Mishkar and then help resolve the issue of the corrupted leshys, either by breaking the link between a corrupted leshy crafter and the Abyss, or wiping out all the corrupted spirits in an old dragon graveyard.

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Julian Dardenne
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0% found this document useful (0 votes)
143 views16 pages

Pathfinder Adventure: The Blooming Catastrophe

The document provides background information and instructions for playing Pathfinder Society Scenario #1–15: The Blooming Catastrophe. It is designed for 1st-4th level characters and takes about 4 hours to play. The scenario involves corrupted nature spirits called leshys that are attacking travelers in Iobaria's Finadar Forest. The PCs must meet with their guide Jaldan in Mishkar and then help resolve the issue of the corrupted leshys, either by breaking the link between a corrupted leshy crafter and the Abyss, or wiping out all the corrupted spirits in an old dragon graveyard.

Uploaded by

Julian Dardenne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

How to Play

Pathfinder Society Scenario #1–15: The Blooming Catastrophe is a Pathfinder Society Scenario designed for 1st- through
4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, this adventure is designed to take about 4 hours to
play. It is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any
world. For more information on the Pathfinder Society campaign, how to read the attached Chronicle sheets, and how to
find games in your area, check out the campaign’s home page at PathfinderSociety.club.

The Blooming Catastrophe


GM Synopsis
This wilderness adventure features leshys and contains both social interactions and combat, either of which can be used
to resolve the final encounter.

Adventure Background
In early 4719 AR, a massive forest fire swept through Iobaria’s Finadar Forest. Home to a rare species of highly
flammable conifer known as bruorsivi, also known as blood pine, the forest had always been prone to brief, intense fires
that burned out naturally or were contained by elf druids as well as centaur shamans from the Redpine clan, who call
Finadar home. This fire, however, was fueled by the demonic magic of an incomplete cyclopean ritual, inadvertently
activated by a small community of goblins living in the skeletal remains of an old draconic graveyard. With some help
from the Pathfinder Society, the druids and centaurs came together to end the blaze, destroying the cyclopean relic
fueling the fire. In the months since, the centaurs and druids have worked together to heal the damaged woodlands.

Initially unknown to the inhabitants of the Finadar Forest and their allies in the Pathfinder Society, far more damage was
done by the cyclopean relic than was immediately apparent. The relic, part of a large-scale ritual designed to consume an
unimaginable amount of natural life as fuel for an even greater atrocity, caused horrific scars and lingering Abyssal
pollution to infect many of the innocent nature spirits that called the Finadar Forest home. Druids and other wielders of
primal magic attempting to commune with these spirits found themselves ignored, rebuffed, or even attacked, and the
situation has worsened over the last several months. The spirits have begun to manifest into leshys, small beings with
bodies made of natural materials. Normally called into carefully crafted bodies by attentive druids, these spirits have
instead begun animating any remotely suitable host they can find and attacking travelers through the forest
indiscriminately. Some of the more horrific examples of these spontaneously occurring leshys include squirrel carcasses
riddled with fungi and skittering about on dozens of small branches, a moss-covered human skull creeping about on
lashing vines, and even gourds filled with blood pine sap that light themselves on fire before flinging themselves at
people or buildings to explode in a clinging mass of destruction.

Urwal (NG male lizardfolk stargazer), leader of the Pathfinder Society’s Verdant Wheel faction, traveled to Finadar Forest
after news of the area’s troubles reached him. After spending several weeks examining the forest and manifestations of
the enraged leshys, Urwal came upon a curious discovery; whenever the leshys saw a wayfinder, they went into a frenzy,
viciously attacking everything in sight. Urwal has come to believe that the Pathfinder Society shares some responsibility
for the current state of affairs in Finadar Forest and has called for members of the Verdant Wheel to join him in Iobaria
to assist in dealing with the unusual goings-on.

Where on Golarion?
The Blooming Catastrophe takes place in Iobaria, a rough and cold land to the northeast of the Inner Sea. The adventure
begins in the city of Mishkar, before the PCs head into Iobaria’s ancient Finadar Forest. For more information on Iobaria,
see Pathfinder Campaign Setting: The Inner Sea World Guide, available in bookstores and games stores everywhere and
online at paizo.com.
Adventure Summary
The PCs receive a letter from Urwal that directs them to Mishkar, where they are to meet Jaldan, an apprentice shaman
who will serve as their guide through Finadar. Upon arriving in Mishkar, however, Jaldan is nowhere to be found; the PCs
have to track her down and then rescue her belongings from a pair of local kids. As Jaldan leads the PCs through the
outer edge of Finadar Forest, they are attacked by corrupted leshys. After the attack, the PCs arrive in the Redpine
centaur camp, where Urwal explains more of what is happening. Also at the camp, the PCs can impress Cenenviel, an
elven druid; and Kaana Korag, the Redpines’ leader; as well as do one more good turn for Jaldan. Urwal directs the PCs to
an old dragon graveyard, deep in the forest. On the way there, the PCs stumble across an Abyssal scarecrow clearing an
ancient cyclopean grave and get some vital clues as to how to solve the problem. Finally, the PCs arrive at the old dragon
graveyard, only to find it overrun by leshys, and with a corrupted leshy crafter making more all the time. It is up to the
PCs to then either break the leshy crafter’s link to the Abyss or wipe out all the corrupted spirits.

Leshys in the Party


It is possible that there are leshys among the PCs, as familiars or as player characters. This changes the tone of the
adventure a little, as the PCs have an easier time negotiating with the leshys, but earn a few odd glances elsewhere.
Apply the following adjustments to any PCs who have a leshy familiar or who are a leshy themself.

Getting Started: If the PC succeeds at the Nature check below, they critically succeed instead.

Redpine Camp: The PC takes a –2 circumstance penalty to Diplomacy or Bluff checks.

The Leshys’ Valley: The PC gains a +2 circumstance bonus to Diplomacy or Bluff checks, as well as to any checks to realize
that the leshys are being corrupted by the Abyss.

Getting Started
Begin by giving the PCs Handout #1 —this is the letter from Urwal, the iruxi leader of the Verdant Wheel. The PCs know
Urwal by reputation, and some may have worked with him before. He’s one of the newest leaders of the Pathfinder
Society, an iruxi stargazer who simply showed up at the Grand Lodge the previous year and made himself at home,
correcting labels on Mwangi artifacts, sorting insect collections, and painting murals of the night sky as seen from central
Garund. He’s considered odd, even by the flexible standards of the Pathfinders, but he’s clearly committed to the
Pathfinder cause, and he and his supporters have proven their worth where the preservation of nature is concerned.

As Pathfinders, the PCs are also aware that the Pathfinder Society was involved in a major operation in Finadar Forest in
the last year, 4718 ar. An ancient cyclopean ritual was accidentally triggered by a group of goblins living in a dragon’s
graveyard, causing a massive fire. With help from the Pathfinders, the local centaurs and druids managed to stop the fire,
and since then have been working on the forest’s recovery. The goblins in question have since emigrated west.

Occultism (Recall Knowledge)


A PC who succeeds at a DC 15 Occultism check to Recall Knowledge can interpret Urwal’s peculiar comments and
references to rituals.

Critical Success The Stranger has a particular place in the iconography of Old Koloran, the pre-human empire of
cyclopses that included much of modern-day Iobaria, thousands of years ago.

Success The Green is the planet of Castrovel, associated with fertility, while the Stranger is one of the constellations of
the Cosmic Caravan, associated with ill magic and typically depicted as a single, staring eye. The Child is another name
for Golarion, while the Mother is another of the Cosmic Caravan, associated with protection.

Critical Failure The Green is the planet of Castrovel, associated with fey, and the Stranger is one of the constellations of
the Cosmic Caravan, linked to evil magic.
Nature (Recall Knowledge)
A PC who succeeds at a DC 15 Nature check to Recall Knowledge can parse Urwal’s references to spirits and primal
worship.

Critical Success These nature spirits are typically confined to other worlds, but with careful effort a druid can construct a
physical body for one of these spirits—these are leshys, animated beings of plant matter.

Success Iobaria’s dominant religion is the worship of various nature spirits, who protect harvests, prevent forest fires,
and so forth. Most religious figures are druids.

Critical Failure Iobaria has an unspoken pact with the fair folk, and many fey rule over the more obscure corners of the
land.

Society (Recall Knowledge)


A PC who succeeds at a DC 15 Society check to Recall Knowledge can dredge up the following facts about Finadar Forest.

Critical Success A few obscure legends hint that the blood pines of Finadar were carefully cultivated in a past age by
cyclops conjurers, who used the trees as fuel in rituals to summon immense beings of elemental fire.

Success Finadar Forest, in western Iobaria, is mostly known for its bruorsivi (or blood pines), a species of pine tree with
scarlet needles that burns remarkably well and sparks small wildfires as part of its life cycle. While Finadar’s blood pines
make the forest highly susceptible to sudden and intense forest fires, the many druids and centaur shamans who reside
there typically keep these fires from growing out of control.

Critical Failure Finadar Forest, in western Iobaria, is known for its dark and ominous fey, particularly redcaps who waylay
unwary travelers.

Mishkar
Sprawling on a hilltop overlooking a broad caravansary, the town of Mishkar is an eclectic mix of steeply pitched Varisian
houses interspersed with the occasional red-tiled Taldan roof. The scars of the recent fires are still visible if one cares to
look, seen in the town’s smoke-darkened rooftops and sooted doorways. Mostly, though, the PCs see evidence of new
construction and repairs both finished and in progress; it seems that Mishkar is decidedly in favor of putting the past
behind it. Today, it is a city of paint buckets and ladders, of carpenters and surveyors and masons, smelling of sawdust
and sounding of workers’ cries.

The caravansary at the foot of the hill is equally bustling. A large caravan of merchants from Brevoy has just arrived, and
the building’s yard is crowded with clerks and guards, horses and grooms, with curious children darting between the
wagon wheels. Just about everyone seems to be at the caravansary today, except the person the PCs need to meet.
Jaldan is nowhere to be found.

The PCs’ first task, then, is to find their guide. The simplest solution to this is to ask around the caravansary. If the PCs
succeed at a DC 13 Diplomacy check to Gather Information, one of the grooms mentions that he saw a teenaged centaur
girl out by the east wall perhaps 20 minutes ago. Alternatively, the PCs can simply go looking around the city (with a DC
15 Perception check), or even follow unshod hoofprints that leave the caravansary toward Mishkar (DC 20 Survival check
to Track).

However they do so, the PCs eventually find Jaldan by some tall trees just past the east wall of Mishkar. Read or
paraphrase the following.

Just past the east wall of Miskhar is the peculiar sight of a freckled, teenaged centaur yelling at an apple tree. Upon
closer inspection, it is clear that she is actually yelling at a pair of human children who have climbed the tree: a boy and a
girl, each about ten years old, with matching red hair and homespun clothes. The girl nonchalantly eats an apple while
the boy rifles through a decorated leather satchel.

“You little demons, give that back!” the centaur yells, flicking her tail in profound irritation.

“Hmm. Nope,” the girl in the tree says, munching on the apple.

“Not until you show us how to make those dead squirrel monsters!” the boy calls down.

“Sure, I’ll show you! Come on down, I’ll make two dead monsters! Little devils, with red hair!” the centaur yells, then
spots your approach. “... Oh no. You’re… did Urwal send you? Oh no. Um. Can you just... I’m sorry, could you come back
in a half hour? Please?”

The centaur is Jaldan (NG female centaur apprentice shaman), the PCs’ contact. The children are Alayn and Linnit (CN
male and female human adorable brats), a pair of young troublemakers. Over the last few weeks, a few of the Abyss-
polluted leshys made it out from the depths of Finadar Forest to the outskirts of Mishkar, and the two children spotted
one of them. In the manner of 10-year-olds, they decided that a reanimated squirrel carcass walking on dead branches
was just about the most amazing thing they’d ever seen, and were hugely disappointed when the guards chased it off
with arrows. When the kids saw Jaldan’s pack in town, they recognized its embroidery from the last time the Redpine
centaurs were in Mishkar. In the hopes of forcing Jaldan to make them another awesome monstrosity, they stole the
pack. In their minds, since the dead squirrel thing came from the forest, and centaurs come from the forest, then she
must know how to make dead squirrel things. Jaldan’s efforts to convince them otherwise have not been terribly
successful.

At this stage, the PCs can ask some questions to get to the bottom of this mess.

(To Jaldan) Are you Jaldan of Redpine? “Hm? …Sorry, yes! That’s me. I’m going to be the Redpine clan’s new shaman!”
Her expression falters. “Eventually. Someday. If Cenenviel doesn’t kick me out for this mess. Oh no, I’m dead. Kill me.”

(To the kids) Who are you? “I’m Alayn!” calls the boy, brightly. “And I’m Linnit,” the girl adds. The siblings beam.

(To Jaldan) What’s going on? “Those little twerps stole my bag! It’s got my books and my tools and my food and it’s got
the money I was supposed to give you for travel costs, and... and...” Jaldan trails off, then puts her head in her hands and
moans. “This is a disaster.”

(To the kids) Why did you take her bag / What are you doing? “She’s a forest witch, see, and we want her to make us
one of those scary squirrel monsters. Or show us how to make a scarecrow walk.” Alayn says, as if this is the most
reasonable request in the world. “Then we’ll give it back!” “We’re not thieves.” The girl, Linnit, adds.

Squirrel monster? “Yeah!” Alayn says, “It’s like, a dead squirrel, with a bunch of branches stuck in it, and it moves kinda
like a centipede, and it’s got burning eyes with bloodpine sap, and it’s the awesomest thing I’ve ever seen!”

“I think they maybe saw one of the polluted nature spirits.” Jaldan says to you, quietly. “And before you ask, no, I can’t
make one. Not that I would. If I could.”

Scarecrow walking? “Farmer Drystan says his scarecrow got off its post and walked into the forest.” Linnit says.

“We didn’t get to see that.” Alayn adds, truly disappointed at missing out on such a terrifying sight.

“I... have absolutely no idea.” Jaldan says, blinking a few times and shrugging.

The PCs have a multitude of options for getting Jaldan’s bag back. The physical approach would be to climb up the tree
after the children, though this is made difficult by the fact that the kids can clamber onto branches that won’t bear a
Medium-sized creature’s weight. They also play keep-away with the bag, throwing it back and forth, and happily
bombard the PCs with apples; these deal no damage, but are extremely annoying. Climbing the apple tree requires a
successful DC 15 Athletics check (DC 19 in Subtier 3–4), and getting the satchel back requires either one PC to succeed at
a DC 18 Acrobatics check (DC 21 in Subtier 3–4), or two to succeed at a DC 15 Acrobatics check (DC 19 in Subtier 3–4).

Alternatively, the PCs can try to talk the children down from the tree. Negotiation (a DC 15 Diplomacy check, DC 19 in
Subtier 3–4) can work, especially if the PCs offer to show the kids something else interesting or strange instead (casting a
spell or displaying some obviously supernatural ability grants the PCs a +2 circumstance bonus on this check). Shaming
the children (a DC 15 Diplomacy check, DC 19 in Subtier 3–4) can work, as can pretending to go along with their demand
and showing them some kind of false “squirrel monster” (a DC 18 Crafting or Deception check, DC 21 in Subtier 3–4). The
PCs can also try Jaldan’s approach and threaten the kids with a DC 18 Intimidation check (DC 21 in Subtier 3–4);
specifically threatening to tell their mother grants a +2 circumstance bonus and causes the kids to complain that the PCs
are “fighting dirty.” Each failed check here results in a spray of apple cores and increases the DC of subsequent efforts by
1, to a maximum DC increase of 4.

Actually finding the children’s mother requires a DC 16 Diplomacy check to Gather Information. The harried woman
immediately gets Alayn and Linnit down with a few threats of missed meals; the kids squawk that they are “snitches and
tattletales,” but their mother gives the PCs and Jaldan a pie as an apology. Finally, the PCs can simply wait the children
out until they go home for dinner, though watching a tree for several hours means that they are late setting out and take
a –2 penalty to Initiative in the combat in area A due to the growing darkness and generally greater presence of
monsters.

Eventually, the PCs get the satchel back to Jaldan. Read or paraphrase the following.

Jaldan spends a few minutes sorting out her pack, making sure that the children haven’t stolen or broken anything
inside. Finally, she relaxes, closing the pack.

“I might actually survive.” The centaur says. “Thank you. Thank you thank you thank you thank you thank you!!! You just
saved my hooves. Uh... when we get back to camp, could you maybe, uh... not mention this to anyone. Please?”

Once she has their assurances, Jaldan heads back to Mishkar with the PCs. Read or paraphrase the following (in
particular, adjust it if there are any leshys in the party, perhaps asking the relevant PC to talk about leshys).

“So, here’s the story. Over the last few months, something really weird has happened to the local forest spirits. They’ve
always been a little cranky, but now they’ve gone from ‘Auntie Kaana before she has her morning tea’ to ‘We will bake
bread from your bones’. They’re not talking to the druids or the shamans, and when Cenenviel tried to do a big ritual to
ask them what’s wrong, a tree animated and tried to kill him.

“So that’s bad. Worse, the spirits have started making bodies for themselves. You know leshys, right? Well, normally,
only druids can make one. They grow a little plant or mushroom body, nicely ask a spirit to come inside, and poof, leshy.
Except now the spirits are making their own bodies, and they’re really creepy, and also violent. I had to smash something
that looked like a dead skunk crossed with a thorn-bush when it tried to eat my face last night.

“These things have been attacking people, starting fires, and trying to burn down the forest. I don’t think anyone’s gotten
killed yet, but it’s probably going to happen sooner rather than later.

“Anyway, that’s what Cenenviel, Kaana, and your Urwal are trying to figure out now at the Redpine camp. They seem to
think you can help. So! Get your stuff and let’s get going!”

Jaldan gives the PCs some money and supplies, telling them that the journey to the Redpine camp should take about a
day and that they should prepare for the troubles ahead. In Subtier 1–2, these supplies consist of 5 gp in coins, a lesser
cheetah’s elixir, and an owlbear claw; in Subtier 3–4, the supplies instead consist of 5 gold coins, a feather step stone,
and a moderate cheetah’s elixir. These supplies represent 2 Treasure Bundles.
If asked, Jaldan can also tell the PCs more about Finadar Forest (she knows the Success and Critical Success results for
the Nature check at the start of the adventure, as well as the Success result for the Society check) and about what
happened in 4719 AR (as described in the first paragraph of the Adventure Background). Jaldan can also answer a few
other questions.

Who are the Redpine Centaurs? “Us! We’re the biggest and best centaur clan around Finadar, except maybe the
Snowhooves. But we’re a lot friendlier than them, so no, we’re better. Yeah.”

Who’s Cenenviel? “He’s an elven druid who watches over the forest nearby. Nice old guy, lives in the woods and has a
pet wolverine named Berry-Eater. It’s really cute. He’s been teaching me a little magic, so I can be a great shaman later.”

You know magic? “Well...” Jaldan trails off, suddenly finding something above and behind your head incredibly
fascinating. “I know a magic. A spell that makes water! Most of the time. Once I conjured very weak tea instead, but I
don’t know what I did wrong, and Cenenviel won’t tell me till I’m further along in my training. No help at all.”

Who’s Auntie Kaana? “Chief Kaana Korag of the Redpine Clan. She’s the best warrior in the clan, and the wisest leader.
She’s not really my aunt, but she and my mom were war buddies way back when.”

Once the PCs have concluded their business in Mishkar, they can make their way into Finadar Forest.

A. The Outer Forest Moderate


This far out from the Abyssal pollution, Finadar Forest looks much as always. The bruorsivi make it an odd sort of forest,
largely indistinguishable from a typical evergreen wood except for the fact that everything is in shades of red. The
branches overhead are crimson, and scarlet needles crunch underfoot. Jaldan is an enthusiastic traveling companion,
spending the trip peppering the PCs with questions about the world outside of Finadar Forest. For her, the trip to Urwal’s
camp is the equivalent of a summer stroll in the park, so while she keeps an eye on the forest out of habit, she’s clearly
not expecting trouble.

Despite her nonchalance, though, trouble awaits. Read or paraphrase the following.

A band of absolutely bizarre creatures crawls from the forest, chirping and hooting as they go. A moss-covered human
skull scuttles along six branches like a spider. A dead raccoon slinks along on a fungal mat that bleeds sap from a hundred
crimson ‘eyes’. A twisted mass of weeds topped with pulsing flowers staggers forward, leaving trails of burning sap.

At this point, the leshys spot the PCs, and the oozing plants give out a plaintive shriek in some otherworldly tongue. The
PCs can attempt a DC 13 Planes Lore or a DC 16 Religion check to Recall Knowledge and identify the language that the
leshy used as Abyssal (if any of the PCs speak Abyssal, they know that the leshy is simply saying ‘Over there!’). Read or
paraphrase the following.

As the tiny monsters approach, something odd happens. One dreadful creature, a rotten gourd walking on three rabbit
feet, lunges toward Jaldan, only to trip and smash itself against an upraised root. Some kind of hot sap splashes around
it, and in seconds the bruorsivi needles catch light and begin to burn.
“Spirits of woe and weal,” Jaldan swears softly, watching in horrified fascination. “They’re going to set the whole forest
aflame.”

The leshys focus their efforts on any characters wearing a wayfinder or other obvious Pathfinder insignia, which the PCs
realize with a successful DC 15 Perception check.

Creatures & Hazard: Several Abyss-polluted leshys trundle out of the forest and attack the PCs, paying particular
attention to any PC wearing a wayfinder. In addition to the problem of the leshys, there is also the issue of the fire, which
worries Jaldan a great deal more. Four squares are on fire at the start of combat.
Subtier 1–2

Smoldering Forest Fire Hazard –1

Hogweed Leshy (1) Creature –1

Plum Leshy (2) Creature –1

Subtier 3–4

Raging Forest Fire Hazard 1

Hogweed Leshy (1) Creature 1

Plum Leshy (2) Creature 1

Development: If 1 minute after the battle begins, there is no more than 1 square on fire, the PCs can handily extinguish
the fire and keep the forest essentially undamaged. Jaldan is absolutely ecstatic, hugging any PC who comes within reach
and promising to make them honorary Redpines (this is not a thing she actually has the ability to do, which Jaldan
reluctantly admits if asked).

If there are 2 or 3 squares on fire, then it takes the PCs considerable effort, but they still manage to extinguish the fire.
Jaldan is exhausted and covered in superficial wounds from the leshys, and just wants to go home and get some sleep.

If 4 or more squares are aflame, then the PCs and Jaldan find that the fire has grown beyond their ability to contain it,
fleeing just ahead of the blaze as it destroys several acres of forest before eventually burning out. The apprentice
shaman is thoroughly depressed, gloomily predicting that she will be cast out of the clan (she won’t be) and asking the
PCs if they think she should run away from home to become a pirate.

Redpine Camp
After the encounter with the leshys, Jaldan sets a hard pace for the camp, determined to get home before anything else
goes wrong. The PCs shamble into the encampment just as the Redpines are setting up for the night.

The Redpine camp is located at a bend in a small forest stream. Hides stretch from branch to branch, making for a cluster
of oddly shaped but surprisingly large dwellings. A few trenches have been dug to reroute part of the stream and form a
kind of moat or firebreak around the camp, and several decorated banners hang from spears driven into the ground. The
smell of roasting meat wafts over the camp, and the PCs see several rabbits cooking over a fire.

Jaldan hails a sentry as the PCs arrive, her demeanor depending on the outcome of the leshy combat in area A. The PCs
are promptly welcomed into the camp, allotted a patch of ground, and given roast rabbit and wild greens. Jaldan steals a
rabbit leg from the PCs, then trots off to report to the camp’s leaders.

About an hour later, the PCs are approached by a golden-eyed lizardfolk with coppery scales. Read or paraphrase the
following:

“Stars move more easily than minds.” The lizardfolk observes to no one in particular, sitting down on a log. “I am Urwal.”

“Jaldan spoke to us. You have seen Finadar’s problem in flower and flesh. Tell me what you have seen.”

If the PCs mention that the leshys spoke in Abyssal, or that they were targeting characters with a wayfinder, Urwal is
particularly intrigued. He also listens very closely if the PCs mention rumors of a scarecrow wandering off in Mishkar and
suggests that a rogue spirit may have chosen to animate it. Once the PCs finish, read or paraphrase the following:
“Let me tell you a story.” Urwal says, changing the subject abruptly. “North of here, there is a valley. Dragons died there,
and their bones linger. For centuries, goblins dwelled among the bones. They made rituals of fire and worship. Such a life
is not for me, but the goblins were happy.”

“Beneath the dragons’ graves lay a monolith. I have heard tale of it. Carven rock, six handspans tall, covered in the
markings of the one-eyed shapers. For years past number, the stone slumbered, until even the stars changed above it.

“Then, as the Sun blessed the Newlyweds, the goblins’ rituals awoke the stone. It remembered its shapers. It
remembered its purpose. And it remembered its powers. It called living fire into the dragons’ bones. Finadar burned.
Pathfinders came to help. The stone was found, broken. All seemed well.

“But now the spirits grow strange and furious. Cenenviel and Kaana seek to guard their peoples’ lives. This is well. But I
think it wise that someone seek out that stone. The stars agree.”
Urwal is quiet for a long moment, and then nods briskly. “This is an auspicious night. The Dreamer is bright. Walk the
camp, see where you may be of aid. Brighten the name of the Pathfinders.
“You will leave in the morning. For the valley. For the stone.”

The PCs can ask Urwal questions or seek clarification. The iruxi tends to be cryptic, but if the PCs seem completely lost,
he makes an effort to explain himself. In brief, the PCs’ mission is to go to the old dragon graveyard and see whether the
ancient cyclopean relic is somehow responsible for the current situation. If it is, the PCs are to deal with it as best they
can. In the meantime, the PCs should wander around the camp, be helpful, and in so doing make Urwal’s job of
representing the Pathfinders that much easier. A few other possible questions:

The Sun blessed the Newlyweds? “When the constellation of the Newlyweds lay behind the sun. Late Calistril.”

What do you think we’ll find? “Perhaps nothing. Perhaps an old stone, easily smashed. Perhaps something far more
dangerous. The stars are silent, but I think caution will not be wasted.”

Why can’t you go? “It was not long ago that voices were raised in war over such matters as these. Best if someone
reminds Chieftain Korag of the Pathfinders’ good intentions.”

Wandering around the camp, the PCs can encounter and interact with the following characters.

Cenenviel: The PCs find the elven druid Cenenviel (NG male elf druid) in one of the tents, poring over a motley and
rather fire-damaged collection of old books, scouts’ reports, and scribbled notes. If asked, Cenenviel explains that he is
trying to see if the spirits’ current anger has any historical precedent, which would be simpler if his own records hadn’t
been damaged in the fire. A large wolverine enthusiastically plays with a leather cord in a corner of the tent and presents
the cord to PCs, hopeful for a rousing game of tug-the-cord. Cenenviel tells the PCs that her name is Berry-Eater, and
warns them that she will follow them all around camp if they play with her.

PCs can help sort through the records with successful DC 16 Arcana, Nature, or Occultism checks (DC 19 in Subtier 3–4).
Each PC can roll one check, and they need a number of successes equal to half the number of PCs (rounded up). A critical
success counts as two successes, and a critical failure removes one success. If the PCs play with Berry-Eater, Cenenviel
helps them search through the records, granting them an additional success. If the PCs earn enough successes, they find
references to some ancient cyclopean ruins in the area, including the stone in the valley, and an old cyclops grave
surrounded by standing cairns. Cenenviel theorizes that the cyclopean relics were meant to gather evil energies and
might be the cause of all the trouble; if the PCs mention that the leshys spoke Abyssal, Cenenviel becomes convinced
that this is the case. If so, the druid theorizes, then disabling or destroying the relics might cause the leshys to return to
normal. The PCs gain a +1 circumstance bonus to any Arcana or Occultism checks related to cyclopean relics for the rest
of the adventure.
Jaldan: The PCs can find Jaldan with a small group of young centaurs. Provided the PCs did not tell anyone about her
embarrassing incident with the children in Mishkar, the apprentice shaman is cheerfully telling her friends about her trip
with the PCs, embellishing the leshy attack a bit. When the PCs arrive, she includes them in the story, lauding their valor
and inviting them to participate in the storytelling. The PCs can impress the centaur youths, building up Jaldan’s
reputation as well as their own and adding a bit of luster to the name of the Pathfinder Society with successful DC 14
Deception, Diplomacy, or Performance checks (DC 17 in Subtier 3–4). Each PC can roll one check, and they need a
number of successes equal to half the number of PCs (rounded up). A critical success counts as two successes, and a
critical failure removes one success. If successful and the PCs have been generally kind to Jaldan over the course of the
adventure, she hugs a random PC, then dashes into her tent and brings back a holly bush feather token (in Subtier 1–2)
or a barkskin potion (in Subtier 3–4), which she made herself and which she now gives to the PCs in thanks for a great
adventure together. This represents 1 Treasure Bundle. If the PCs don’t collect enough successes, the centaur teens
instead poke holes in their stories and wander off, leaving a deflated Jaldan to thank the PCs for trying, at least.

Kaana Korag: The PCs can find Kaana Korag (N female centaur chieftain) overseeing the return of a patrol. The chieftain
is politely skeptical of the Pathfinders, but the PCs can charm her by sharing war stories (DC 15 Warfare Lore, or DC 18 in
Subtier 3–4), demonstrating their knowledge of nature or the wilderness (DC 16 Nature or Survival, DC 19 in Subtier 3–4),
or showing off weapons skills (making an attack with a ranged or melee weapon against a target with an AC of 16 (18 in
Subtier 3–4). Each PC can roll one check, and they need a number of successes equal to half the number of PCs (rounded
up). A critical success counts as two successes, and a critical failure removes one success. With three successful checks,
Kaana opens up enough to share a few of her own tales, offering the PCs a few drinks and reminiscing about the time she
had to kill a hill giant all on her own, which took two quivers’ worth of arrows. The giant looked like a porcupine
afterward. She also shares a few tips on how to fight leshys, giving the PCs a +1 circumstance bonus to their initiative
check if they end up in combat in area C.

The following morning, Urwal speaks to the PCs before they set out. If the PCs succeeded at all three challenges, the iruxi
is quietly pleased with how they represented the Society; likewise, three failures mean that he is correspondingly grim (a
mixed result simply means Urwal is his usual stoic self). Read or paraphrase the following.

“I have cast horoscopes for your mission.” Urwal says without preamble, setting a pair of satchels full of traveling
supplies by your campsite. “The omens are favorable enough, although the stars carry warning.

“The spirits of Finadar Forest are sick. Perhaps this is an abscess in nature, and must be lanced with sword and flame. But
such a cure is to be mourned, not celebrated,” the lizardfolk says, emphasizing each word. “Better for all if a safer salve is
found. Yes?”

Urwal makes certain the PCs understand that they are to resort to violence only if all other options fail, then hands out
the supplies. This consists of bread, foraged mushrooms, and smoked meat, along with 4 gp and 45 sp (in Subtier 1–2) or
14 gp and 5 sp (in Subtier 3–4). This represents 1 Treasure Bundle. In addition, if the PCs and Jaldan successfully
extinguished the forest fire in the previous combat encounter, Urwal expresses his thanks and gives them an item
“representing the primeval forest’s gratitude”. In Subtier 1–2, this item is a hunter’s bane; in Subtier 3–4, it is a vine
arrow. This item represents 1 Treasure Bundle. Finally, if the PCs successfully impressed both Cenenviel and Kaana Korag,
a pleased Urwal also gives them a silver crescent moon pendant worth 8 gp; in Subtier 3–4, Urwal instead gives them a
golden pectoral worth 20 gp. This piece of jewelry represents 1 Treasure Bundle.

Pacing
The Blooming Catastrophe is a dialogue-heavy adventure, and such adventures can run long. If the PCs arrive at the Inner
Forest with an hour or less remaining, consider removing the centipedes or spiders from the combat, or skipping battle
altogether and letting the PCs explore the grave directly.
B. The Inner Forest Moderate
As they travel over the course of the next day, the PCs find the forest becoming gradually quieter. There are more burnt
areas here, both old scars from earlier fires and the remnants of more recent blazes sparked by the corrupted leshys.
There are fewer animals as well, and any PCs who try to hunt find game to be frustratingly scarce, with hardly any more
than scraggly rabbits to be found. Eventually, the PCs come across a small mountain stream, which matches Urwal’s
directions—they’re on the right path.

As the PCs are crossing the stream, they spot movement up ahead. An enormous scarecrow is busily clearing the
collected growth of eons past from an ancient set of cyclopean menhirs that surround what looks to be an altar or grave
of some kind, decorated with a sinuous, flowing script. Several small animals have been freshly sacrificed atop the altar,
their blood sliding into the grooves of the letters carved into the stone. As the PCs approach further, they realize the true
size of the scarecrow, with eyes like bubbling black pools in its sackcloth face and hands twisted into wooden talons.

Creatures: The scarecrow is the one that belonged to Farmer Drystan, which the PCs may have heard about back in
Mishkar. This Abyss-polluted spirit of Finadar Forest is further gone than most. It chose to inhabit the scarecrow as a kind
of pseudo-leshy, then went seeking out more sources of Abyssal energy. It found this grave about a day ago and has
been busily clearing the site and performing sacrifices ever since. The moment the scarecrow spots the PCs, it attacks, It
intends to kill them and paint their blood over that of the sacrificed animals congealing on the stones.

In addition to the scarecrow, a handful of giant centipedes or spiders have been called to the site, lured by the
scarecrow’s own uncanny energy. Both scarecrow and vermin work in concert, united by some dim, instinctual
understanding.

Subtier 1–2

Farmer Drystan’s Scarecrow Creature 1

Giant Centipedes (2) Creature –1

Subtier 3–4

Farmer Drystan’s Scarecrow Creature 3

Hunting Spiders (2) Creature 1

Development: After dealing with the scarecrow and its allies, the PCs can poke around the standing cairns that the
scarecrow uncovered. The stones are covered in complex writing in the ancient cyclopean script, but with a successful DC
16 Arcana or Occultism check (DC 19 in Subtier 3–4), the PCs can use the pictographs to puzzle out some of their
meaning.

The PCs can deduce that these stones originate from Old Koloran, the cyclopean empire that occupied modern-day
Iobaria (among many other places), famous for its widespread worship of fiends and other horrors. The cairns seem to
show Finadar Forest, with its swift-burning blood pines, as a great ritual battery for the cyclopses, a place to hold Abyssal
energy until it was needed. This energy was brought forth into the world by a series of burning monoliths. The depiction
of the monoliths (three feet tall and covered in burning runes) matches Urwal and Cenenviel’s description of the
monolith in the old dragon graveyard.

PCs who succeed at a DC 16 Nature or Planar Lore check (DC 19 in Subtier 3–4) realize that a monolith spewing Abyssal
energy into the forest would explain the twisting of Finadar’s spirits and the bizarre leshys. As the Abyssal pollution is still
in its early days (Finadar Forest was meant to be powered by dozens of these monoliths, not just one), if the source is
removed, then the forest spirits would likely return to normal quickly.
Treasure: If the PCs Force Open the cyclopean tomb (DC 14 Athletics), they find some dusty, crumbling bones and an
ancient amulet depicting a single staring eye. In Subtier 1–2, the amulet is made of rusted iron and is worth 8 gp; in
Subtier 3–4, it is made of gold that has somehow, in defiance of known metallurgical laws, managed to rust, and is worth
24 gp. This item represents 1 Treasure Bundle; in addition, it assists the PCs in negotiations with the leshy crafter in area
C.

C. The Leshys’ Valley Severe


As the PCs approach the old goblin valley, the environment grows increasingly bizarre. Much of this area has been
burned, but the charred and ashen ground is almost preferable to the plant life that has survived. Enormous, thorny
bushes with leaves bent like clawed fingers sprout from the ground, while strangling vines have sunk hooked spikes into
the bark of the remaining trees and drawn a ruddy sap. Massive, pitcher-like flowers seem to pulsate to some unheard
rhythm, and the few animals that the PCs can see bear massive, weeping wounds. The air is thick and hazy with pollen
and has a sickly sweet, metallic scent to it, like rotten blood.

The leshys’ valley is a peculiar and ominous place. Though the crevasse is indeed the blasted valley that the PCs were
warned of at the Redpine camp, the area all around it teems with awful and uncanny life. The unnatural plants from
before grow twice as thick and strange. Shrubs with gnarled human fingers twitch in the breeze, while vines slither like
serpents along the ground. A two-headed crow caws from atop an oak tree studded with catlike eyes.

Of more immediate concern to the PCs are the dozens of corrupted leshys. A few simply stand around, singing odd,
warbling songs to one another, or else play a game vaguely like pat-a-cake, albeit with wildly varying numbers of limbs.
Many of the others are hard at work, gathering strewn-about trash, stray branches, and offal, and bringing their prizes
toward an ancient, graven monolith at the end of the crevasse. PCs who succeed at a DC 12 Nature check notice that the
leshys seem oddly focused in their actions; the spirits inhabiting their bodies are still new to the corporeal realm and are
having difficulty processing the myriad physical stimuli.

The monolith is half-destroyed, most of the top part battered by some ancient rock-slide, but the PCs can still make out
the same sinuous script upon the weathered stone, as well as bas-relief depictions of three one-eyed figures: two, in
armor, bowed in supplication before a third, wearing robes and a massive pectoral amulet. If the PCs examine the
monolith (which requires either getting close to it, using a spyglass, or succeeding at a DC 20 Perception check from the
edge of the valley), they can attempt a DC 14 Arcana or Occultism check to Recall Knowledge (DC 17 in Subtier 3–4). If
successful, the PCs realize that the monolith is channeling energy from the Abyss into the surrounding wilderness, and
that disabling it is necessary to stop the Abyssal pollution.

Around the monolith, a single leshy moves with quiet efficiency. He looks for all the world like a simple leaf leshy, quite
mundane compared to his more gruesome allies, save for the chunk of gray stone embedded in one eye. That chunk of
stone is a fragment of the monolith, and a serpentine rune upon it glows with yellow flames that intensify as the leshy
busily assembles the gathered scraps left at the monolith into new, disturbing leshys. As each body is built, the stone eye
flashes, and an eerie leshy totters off to join their fellows. PCs who witness this can attempt a DC 12 Arcana or Occultism
check (DC 15 in Subtier 3–4) to realize that the stone is channeling energy from the monolith into the leshy crafter, and
that the leshy crafter, empowered by the structure, is infecting the rest of the leshys in turn. Removing this immediate
vector, either by killing the leshy crafter or by removing the stone from his eye, will also resolve the problem of the angry
nature spirits—at least long enough for the PCs to destroy the monolith and end its threat for good.

If the PCs have been following Urwal’s map and succeed at a DC 16 Survival check, then they emerge from the
undergrowth a safe distance from the leshys’ valley and can observe the situation at their leisure. Failure means that
they stumble right out into the open (see Be Direct below). Ultimately, the PCs have two angles of approach:
Be Subtle: Simply sneaking past all of the leshys to the monolith is incredibly risky and requires a successful DC 24 Stealth
check—there are too many leshys, all moving around. Circling around makes this easier, enabling PCs to climb down the
cliffs with a DC 16 Athletics check, then sneak along the sides of the crevasse with a DC 17 Stealth check (DC 21 in Subtier
3–4). This allows the PCs to approach the leshy crafter and the monolith directly, possibly disrupting the monolith in
secret (see Sabotage the Monolith below).

Be Direct: Alternatively, the PCs can simply walk right in. If the PCs step out into the open, the leshys do not attack. They
mostly ignore the PCs, although they hoot ominously at any PC who wears a wayfinder. No one stops the PCs from
simply walking into the camp and approaching the leshy crafter.

At this stage, the PCs have two main options: they can speak with the leshy crafter, or they can attack. The sheer number
of leshys and Urwal’s warning to use violence as a last resort should encourage a peaceful approach, but some PCs might
still go in swords swinging—if that’s the case, skip to Combat.

When the PCs arrive, the leshy crafter is putting the finishing touches on a new leshy, a hideous monster made from
spindly vines growing through the carved-open corpse of an opossum, with two small pebbles serving as the eyes, tied in
place with string. The leshy crafter finishes attaching the last limb, and the opossum leshy twitches to life atop the
broken monolith, their body suffused with a dim, yellowish light. They take several jerky steps forward, then disintegrate,
their head falling off and one of the pebble eyes rolling up against a PC’s foot. The leshy crafter tilts his head and
considers this. Read or paraphrase the following.

“No. No, no, no, the river pebbles were not a success. Very damp. Needs an adder stone? Yes. Adder stone works. Then
they can see everything. Also, not slippery, I can tie the string.” At first, the leshy seems oblivious to the world. Then he
turns his head, the jagged chunk of stone in his eye making odd shadows play across his face. “Oh, hello!”

“Do you have an adder stone?” The leshy stops and looks around. “Or string? Used mine. Need more.”

If the PCs do have some string and give it to the leshy crafter, the leshy thanks them enthusiastically, and they gain a +1
circumstance bonus to their next Diplomacy or Deception check against the leshy crafter. In the unlikely event they have
an adder stone (a round river stone with a naturally formed hole in it), the bonus is a +3 instead. Additionally, if one of
the PCs or their familiars is a leshy, the crafter is likely more open and welcoming with them; any mechanical advantages
are listed in the Leshys in the Party sidebar.

At this point, if the PCs ask the leshy crafter a question along the lines of “what are you doing here” or “why are the
leshys running wild,” read or paraphrase the following.

“I’m restoring the natural order! The forest here is very unnatural. Very strange, sad. The plants are a very strange color,
they’re green, the rivers never flow with blood, strange monsters everywhere! Just other day, I saw a thing. Like a rat,
with a long, fluffy tail! Burying an acorn in the ground. Very horrifying! And my brother leshy says he saw a thing, four
feet and a little white tail, branches on its head. Monsters everywhere! Very disturbing!”

The leshy looks quite earnest as he says this. One of the smaller leshys, which looks like a fox that has been turned inside
out and is leaking dead leaves from within, comes and bumps their head against the leshy crafter, as if comforting him.

“So I think—something must be done! It’s unnatural, this place. But I’m only one leshy, so I’m making friends. Together,
we’ll make this place work right, proper nature, with eye-mushrooms, and screaming flowers, and snakes! Not these bad
snakes, only one head. Very upsetting. Should have sixteen heads! We will fix.”

“It’s a very difficult and important job.” The leshy puffs up as he says this. “But I can do it. Eventually.” He pauses. “It may
take me a bit, though.”
“But you are friends too! You will help?” The sharp stone in the leshy’s eye glitters as it says this. “You look a little creepy.
But maybe you are friends?”

It is clear that the leshy crafter’s perceptions have been badly warped by the chunk of Abyssal rock in his head, which can
be confirmed with a successful DC 13 Arcana or Nature check. Despite this, he is perfectly friendly and willing to chat
with the PCs, including answering questions or allowing them to examine the damaged monolith at length, though not
touch it. The leshys also refuse to allow the PCs to leave—if the PCs attempt to, the leshys attack, deciding that if the PCs
will not help make more leshys, then they are enemies to be destroyed.

Some likely exchanges are below.

Who are you, exactly? “I am the greatest and smartest spirit of this forest! Eldest and wisest, self-maker and leshy-
maker! You are very impressed?” The leshy pauses, then casts a sidelong, hopeful glance at the PCs. “You are
impressed?”

What is your name? The leshy crafter pauses and considers this for a long moment. “I haven’t decided. Maybe… Yew, a
good name. Or Oleander. Or Foxglove. I think I look like I could be a Foxglove. Maybe. Your thoughts?”

Why are the leshys attacking people? “They’re new! A little overenthusiastic. But people are being very strange,
attempting to plant their strange plants, bringing in their monsters. Very annoying.”

What’s that monolith? “A great and powerful standing stone, left behind by ancient druids and spirits! It’s very fancy.”
The leshy smacks the cyclopean monolith proudly with his tiny hand, causing its yellow glow to flicker for a moment. The
leshy crafter looks briefly concerned, then sheepishly amends his statement. “It’s very fancy and very slightly broken. I’m
fixing it! But it’s very hard, not having the tools.”

Why do you have a glowing rock/piece of the monolith stuck in your eye? “Why do you have a gooey round thing in
your eye?” The leshy puffs up, affronted. “It’s my eye, thank you very much. I like my eye, it’s the very best eye any leshy
has.”

It should by now be clear that to resolve the leshy situation, the PCs need to either destroy or dismantle the monolith or
somehow get the shard out of the leshy crafter’s eye. There are several ways the PCs can accomplish this, and inventive
players can undoubtedly think of others.

Open Appeals: The PCs can attempt to persuade the leshy crafter that the stone in his eye is corrupting his mind. This is
by far the hardest option; the PCs need to first successfully Make an Impression on the leshy (DC 18 in Subtier 1–2, DC 21
in Subtier 3–4) to get him to even consider their arguments, then must succeed at a DC 18 Nature check and a DC 18
Arcana or Occultism check (DC 21 for both in Subtier 3–4) to explain what exactly is happening, and then finish up with a
Request (DC 20 in Subtier 1–2, DC 22 in Subtier 3–4) to convince the leshy that they’re right. The leshy crafter patiently
listens to the PCs until they fail two checks, at which point he tells them they are being ridiculous and are starting to
annoy him. If the PCs fail a third check, the leshy crafter loses his temper and orders the leshys to attack.

Bamboozle the Leshy Crafter: Silver-tongued PCs can instead try to lure the leshy crafter into a position where they can
just yank the shard out of his eye. This requires a convincing line of patter. First, the PCs must succeed on a check to Lie
to the leshy (DC 16 in Subtier 1–2, DC 20 in Subtier 3–4) as well as another check to support their lie. PCs can take many
different approaches for this second check; regardless of the skill used, it has a DC of 15 (DC 18 in Subtier 3–4). A few
possibilities include pretending to be druids and inveigling the leshy crafter into a meditative ritual (Nature), offering to
fix the monolith but requesting his presence (Arcana), or appealing to his ego and offering to make him a mask or other
such decoration (Crafting).

Once the PCs have a chance, they can attempt to pry the monolith shard out of his eye using the Force Open action. This
has a lower DC than if they attempted to do so in combat (DC 15 in Subtier 1–2, DC 18 in Subtier 3–4). If they fail once,
they can play it off as an accident with a DC 19 Diplomacy check (DC 22 in Subtier 3–4), but a second failure causes the
leshy crafter to realize what is going on and order the leshys to attack.

Sabotage the Monolith: Alternatively, the PCs can choose to deal with the monolith directly. Outright destroying it is
extremely difficult, as it’s an enchanted hunk of rock (Hardness 15, HP 60), and if the PCs start simply attacking the
monolith, the leshys attack them in turn.

An easier approach would be to take a chisel and strategically deface a few cyclopean runes, thus disabling the Abyssal
connection. This requires two DC 18 (DC 21 in Subtier 3–4) Arcana or Occultism checks, as well as a few minutes of
access to the monolith. To gain this access, while speaking to the leshy crafter, the PCs can try to secure his permission to
‘fix’ the monolith. In this case, each Arcana or Occultism check is accompanied by a DC 15 Deception check (DC 18 in
Subtier 3–4), as the leshy crafter is looking over their shoulder. If the PCs show the leshy crafter the cyclopean amulet
from area B, they gain a +2 circumstance bonus to these Deception checks. The first time the PCs fail a Deception check,
the leshy crafter grows suspicious, raising the DC by 2 for subsequent Deception checks. A second failure means that the
jig is up, and the leshys attack.

If the PCs snuck into the encampment, then each Arcana or Occultism check must be accompanied by a DC 15 (DC 18 in
Subtier 3–4) check to Sneak to avoid attracting the leshys’ attention. The PCs can continue attempting Arcana or
Occultism checks as long as they are undetected. The first time the PCs fail a check to Sneak, a few leshys notice
something is amiss, raising the DC by 5 for subsequent Stealth checks. The second failure alerts all the leshys, leading
them to attack.

If the PCs successfully sabotage the monolith, the uncanny yellow light flares one last time, then fades forever. The leshy
crafter observes this, blinks a few times, then suddenly rips the monolith shard from his eye and smashes it against the
ground.

Combat: Finally, it is possible that the PCs simply choose to attack the leshys, either trying to kill the leshy crafter or get
close enough to yank the cyclopean monolith shard out of his eye.

Creatures: The crevasse is absolutely overrun by leshys, but most of the creatures are too focused on their strange work
to respond to anything but a direct attack on themselves. Instead, the PCs have to deal with the leshy crafter and a
handful of the most aware leshys. If the battle drags on, however, additional leshys join the fray. See the encounter
appendix for your Subtier for more details.

Subtier 1–2

Leshy Crafter Creature 3

Hogweed Leshy Creature –1

Plum Leshy Creature –1

Subtier 3–4

Leshy Crafter Creature 5

Hogweed Leshy Creature 1

Plum Leshy Creature 1

Once the PCs have, one way or another, removed the monolith shard from the leshy crafter’s eye, assuming he is still
alive, read or paraphrase the following, adjusting as necessary for the situation:
The leshy crafter stands stock still for a moment, raising a hand to touch the gaping hole in his face where the cyclopean
shard had so recently rested. He gingerly probes the hole, swaying like a sapling in the wind..

“Oh. Oh.” The leshy crafter looks about slowly, taking in the twisted and deformed leshys, the Abyssal plant life, the
burnt and ruined valley. “...it’s possible that I might have misinterpreted one or two things.”

There is a very long pause.

“Oops.”

And with that, the threat of the Abyss-warped leshys has ended. Free of the monolith’s pollution, whatever leshys
remain gradually slough off the rocks and animal parts that the leshy crafter used to form their bodies; though they
return to somewhere close to normal (for leshys), they retain signs of their Abyssal origin, such as a bark pattern that
looks vaguely like a bleeding skull, or extra vines that sway in an unfelt breeze.

Treasure: In payment, Urwal gives the PCs a single beacon shot (“A warrior’s weapon,” he notes dryly). In Subtier 3–4,
Urwal also gives the PCs a red gemstone worth 5 gold pieces. This represents 1 Treasure Bundle.

If the PCs killed the leshy crafter and his creations, the astrologer expresses his disappointment upon their return, but
reluctantly acknowledges the PCs’ success in stopping the Abyssal infection. If the PCs manage to free the leshy crafter
from his corruption, their rewards are more substantial. The next morning, a still-rather-disturbing hogweed leshy
trundles out of the woods with a “legendary sword, for the good monsters.” In Subtier 1–2, the “legendary sword” is a
low-grade silver longsword with the image of a grasping arm etched into its blade; in Subtier 3–4, it is instead a +1
scimitar with a hilt marred by strange claw marks. These additional treasures represent 2 Treasure Bundles.

Conclusion
If the PCs were able to convince the leshy crafter to let them remove the Abyssal shard from his eye, then as far as the
leshys are concerned, the PCs are the greatest heroes in their entire (months-long) history. If the PCs ever return to
Finadar Forest, they are liable to find their faces grown onto massive bruorsivi pines around the forest. The leshy crafter
takes the name of Blackberry and leads the leshys to become staunch allies of the Pathfinders and the local centaurs.

If the PCs freed the leshy crafter but killed two or more of the leshys in area C, the leshys’ thanks is decidedly cool, and
the PCs are swiftly hustled out of their territory. The leshy crafter becomes Thorn, and while the leshys do much to
restore Finadar Forest, they do so on their own.

If the PCs killed the leshy crafter, no one is pleased. Urwal, Cenenviel, and the Redpines manage to clear much of the
Abyssal pollution, but the Pathfinders and their allies are spread thin in Finadar Forest. Leshys are occasionally seen
restoring the forest in their own way, but they react with hostility to any outsiders, especially any with Pathfinder
insignias.

Finally, if the PCs became friends with Jaldan and received her token, then when Urwal departs from the Redpines,
Jaldan goes with him, becoming a Pathfinder so that she can one day be a better shaman to the Redpine clan.

Reporting Notes
If the PCs resolved the leshy situation without killing the leshy crafter, check box A on the reporting sheet. If the PCs
befriended Jaldan and received her gift, check box B.

Primary Objectives
If the PCs resolve the leshy problem (by killing the leshy crafter, removing the shard from his eye, or disabling the
monolith), they each earn 2 Fame and 2 Reputation for any faction associated with their currently slotted faction boon.
Secondary Objectives
If the PCs accomplish at least two of the following three actions, they each earn 2 Fame and 2 Reputation for any faction
associated with their currently slotted faction boon: extinguish the fire in the Outer Forest, accomplish all three
challenges at the Redpine Camp, avoid killing any leshys at the Leshys’ Valley.

Faction Notes
If the PCs secure an alliance between the druids and centaurs of Finadar forest and the leshy crafter, they earn 1
additional Reputation for the Verdant Wheel faction and gain the Finadar Leshy boon.

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