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PF2 S01-06 - Lost On Spirit Road
PF2 S01-06 - Lost On Spirit Road
PF2 S01-06 - Lost On Spirit Road
DEVELOPMENT LEAD
Linda Zayas-Palmer
ADDITIONAL DEVELOPMENT
Vanessa Hoskins, Michael Sayre
EDITING LEAD
Adrian Ng
Table of Contents
EDITOR
Leo Glass Lost on the Spirit Road . . . . . . . . . . . . . . . . . . . . . . .3
CONTRIBUTING ARTISTS
Jim Nelson, Leonardo Santanna, and Kieran Yanner
CARTOGRAPHERS
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Corey Macourek
COVER ARTIST
Leonardo Santanna Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
ART DIRECTION AND GRAPHIC DESIGN
Tony Barnett and Sonja Morris
Treasure and Reporting. . . . . . . . . . . . . . . . . . . . . . 47
ORGANIZED PLAY LEAD DEVELOPER
Linda Zayas-Palmer
MANAGING DEVELOPER
Adam Daigle
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.
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.
Paizo Inc.
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Repeatable
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paizo.com
Lost on the Spirit Road
By Christopher Wasko
GM Synopsis: In this replayable scenario, the PCs
recover a relic lost in transit in the Forest of Spirits. WHERE ON GOLARION?
This scenario involves variable elements, including
combat threats and minor roleplaying and investigation Lost on the Spirit Road begins in northern Minkai. The
segments. The GM can choose which elements to use or PCs quickly travel into the Forest of Spirits, a dense
determine them randomly. and frigid pine forest home to numerous supernatural
forces. For more information on Minkai and the Forest
Adventure Background of Spirits, see Pathfinder Campaign Setting: Dragon
Venture-Captain Amara Li has been expanding a Empires Gazetteer, available in hobby and game stores
collection of storied Tien relics, with the aim of creating and online at paizo.com.
several museums open to the public across Tian Xia. Her
first such museum is near the Lantern Lodge in Goka, TIAN XIA
where she typically conducts operations. Recently, she
•Forest of
has been spending much of her time in Minkai. She Spirits
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 •Minkai
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. convinced the Pathfinders on the caravan to take an old
But even with guards, not every relic reaches its side road and then travel off into the forest, returning
destination safely. A collector from Taldor recently it to its old ward. This spiritual activity also drew the
donated her collection of artifacts from Tian Xia to attention of a kitsune named Dorobu, who tracked
Amara Li’s cause, and Li hired out space on a series of down the caravan and seized its most valuable goods,
caravans to make the long journey north through the including the kami’s prison. Other forces within the
continent of Avistan, across the frozen Crown of the forest also scheme to hunt down the source of spiritual
World, down through the steppes of Hongal. She sent energy, hoping to use it for nefarious ends. To protect
Pathfinders up to the Hongal to accompany the caravan the kodama from destruction at the hands of nefarious
for the last stage of its journey, through the Forest of forces, a group of spirits has been attempting to lead
Spirits to Minkai. these nefarious forces in circles, all the while guiding the
Amara Li understands that the journey is lengthy, caravan toward the thief so that they can reclaim the
but she has become increasingly concerned. The letters relic and carry the poor kami back to its ward. Yet time
and reports she received from these Pathfinder agents and again, the thief has slipped away from the caravan.
indicate that they made it to the Forest of Spirits, but While everyone trapped in this circular chase continues
she has heard nothing from them since. All evidence to grow more and more frustrated, the deadlock shows
indicates that the caravan disappeared somewhere in no sign of breaking without outside assistance.
the Forest of Spirits. While this supernatural coniferous
wood can be perilous to those who disrespect the Adventure Synopsis
mystical forces within it, particularly the guardians of The PCs retrace the caravan’s steps, finding a village
nature known as kami, those who stay close to the road on the outskirts of the Forest of Spirits. By asking the
rarely encounter trouble. locals and looking for clues, the PCs learn the caravan
Unbeknownst to Amara Li or the person who recently passed through the village and determine the
donated it, the relic housed an imprisoned kodama caravan’s route into the woods. Before the PCs leave,
kami, a guardian of wild trees. Entering the forest near minions of an aggressive force lurking in the forest
its warded grove allowed it to reawaken and exert take notice of the PCs’ arrival and attack. After dealing
influence on the surrounding wilderness. The kami with this threat, the PCs continue their investigation.
PCs
start
here
Omamori Amulet Subtier 1–2 Rewards: Regardless of their initial interactions, the
villagers are deeply grateful for the PCs’ help fending
LOYAL GIANT FOXES (2) CREATURE 1 off the rampaging monsters. They provide the PCs with
Page 24 two alchemical items (three if the PCs succeeded at two
Initiative Perception +7 or three skill checks during their investigation) that they
think will help the PCs defeat similar creatures in the
Omamori Amulet Subtier 3–4 Forest of Spirits. The specific type of alchemical item they
receive is detailed in Table 1: Village Details (page 16).
LOYAL GIANT FOXES (2) CREATURE 1 Each of these consumables represents 1 Treasure Bundle,
Page 27 for a total reward of 2 or 3 Treasure Bundles depending
Initiative Perception +7 upon the PCs’ success during the investigation.
C = Caravan Wagon
1 square = 5 feet Pathfinder Flip-Tiles: Forest Starter Set
Villain
starts
here
PCs
start
here
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 Kodama
on new adventures.
Table 2: Plots
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
WEAK GREEN HAG CREATURE 3 Enfeebling Humors (necromancy, occult) A creature damaged
CE MEDIUM HAG HUMANOID by a hag’s claw must succeed at a DC 18 Fortitude save or
Pathfinder Bestiary 6, 201 be enfeebled 1 for 1 day. On a critical failure, or if it gets hit
Perception +8; darkvision again and fails its save a second time, it’s enfeebled 2 for
Languages Aklo, Tien, Jotun; tongues 1 day.
Skills Acrobatics +7, Athletics +9, Crafting +9, Deception +8, Exhale Miasma [two-actions] (necromancy, occult) The green
Nature +6, Occultism +6, Stealth +7 hag exhales a miasma of green vapors. Each living creature
Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +4 in a 15-foot cone is affected by her enfeebling humors
Coven A green hag adds entangle, outcast’s curse, and wall of (attempting a save as normal). She can’t use Exhale Miasma
thorns to her coven’s spells. again for 1d4 rounds.
AC 19; Fort +9, Ref +9, Will +10, +1 status to all saves vs. magic
HP 55; Weaknesses cold iron 5 WEAK SOULBOUND HOMUNCULI (0) CREATURE –1
Sound Imitation A green hag who succeeds at a Deception CE TINY CONSTRUCT SOULBOUND
check to Lie can mimic the sounds of any animal found near Pathfinder Bestiary 6, 208
her lair. She has a +4 circumstance bonus to this check. Perception +3; darkvision
Speed 25 feet, swim 25 feet Languages Aklo, Tien, Jotun
Melee [one-action] claw +12 (agile, magical), Damage 1d10+3 slashing Skills Acrobatics +3, Stealth +3
plus enfeebling humors Str –1, Dex +3, Con +0, Int +0, Wis +1, Cha –2
Occult Innate Spells DC 18, attack +12; 2nd invisibility (at will), AC 15; Fort +0, Ref +5, Will +1
tree shape (at will); Cantrips (2nd) acid splash, dancing HP 7; Immunities bleed, death effects, disease, doomed,
lights, ghost sound, message; Constant (5th) tongues; (2nd) drained, fatigued, healing, necromancy, nonlethal attacks,
water breathing; (1st) pass without trace paralyzed, poison, sickened, unconscious
Betraying Touch [one-action] The green hag touches a creature that Speed 15 feet, fly 40 feet
doesn’t realize the hag is an enemy. The betrayed creature Melee [one-action] jaws +5 (finesse, magical), Damage 1d4 piercing plus
is affected by the hag’s enfeebling humors and takes a homunculus poison
–4 circumstance penalty to their saving throw against Homunculus Poison (poison); A homunculus has one dose of
that effect. poison in a reservoir in its head. It can refill this poison from
Change Shape [one-action] (concentrate, occult, polymorph, its reserves with an Interact action. Saving Throw DC 13
transmutation) The green hag can take on the appearance Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison
of any Medium humanoid woman. This doesn’t change her and enfeebled 1 (1 round)
Speed or her attack and damage bonuses with her Strikes
but might change the damage type her Strikes deal.
MALICIOUS SPIRITS HAZARD 3 Routine (3 actions; emotion, fear, mental) On its initiative,
COMPLEX HAUNT the haunt uses its first two actions to attempt to terrify
Stealth +12 (trained) a random target in its area that is not already frightened.
Description A cadre of evil spirits assails people’s minds The target must attempt a DC 20 Will save.
throughout the stretch of forest. The spirits first afflict their Critical Success The target is unaffected and is temporarily
hosts with visceral images of their own deaths, then try to immune to this haunt for 24 hours.
recreate their deaths by forcing their hosts to inflict similar Success The target is frightened 1.
wounds upon themselves. Creatures frightened by the haunt Failure The target is frightened 1. The value of the frightened
appear to have ephemeral masks with horns, tusks, and condition does not automatically decrease by 1 at the
yellow eyes over their faces. end of each of the target’s turns. Instead, the target can
Disable Two Occultism or Religion checks DC 23 (trained) to attempt a DC 18 Will save at the end of each of their turns
exorcise the spirits. A creature can either inflict 4 mental to remove the condition.
damage to the haunt or permanently lower the DC of checks Critical Failure The target is frightened 2. The value of the
to exorcise the spirits 1 by succeeding at a DC 20 Diplomacy frightened condition does not automatically decrease by 1
check to calm the spirits, a DC 20 Nature check to use kami- at the end of each of the target’s turns. Instead, the target
specific warding incantations, a DC 20 Occultism check to can attempt a DC 18 Will save at the end of each of their
leverage obscure haunt lore, or a DC 20 Religion check to use turns to lower their frightened value by 1.
a lesser exorcism. Any creature currently frightened by the The haunt then spends an action to compels one of
haunt is a potential target for inflicting damage to the haunt; the creatures that it has frightened to harm itself with
mental and positive damage only affect such a host creature surrounding forest debris, its strength fueled by spirit
if they choose to be affected, while force or similar damage possession. The creature must succeed at a DC 20 Will save
harms both the haunt and the host equally. or attempt to Strike itself during its turn as its first action,
Will +12 using the haunt’s statistics below. Note that frightened
HP 44, negative healing; Immunities acid, cold, electricity, applies equally to the creature’s attack roll and AC, and
fire, physical, sonic; Weaknesses positive 5 therefore does not affect the accuracy of the attack.
Visions of Death [reaction] Trigger Three or more creatures enter Melee [one-action] debris +16, Damage 1d6+3 bludgeoning
the haunt’s area; Effect Spectral faces appear, and the
haunt rolls initiative.
Arboreal Warden
Dorobu
Jinkin
Poracha
Skeletal Champion
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.
Location
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Player Name: Class □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Character Name: Org Play #: Level □ □ Infamy
Lost on the Spirit Road
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder Society Scenario #1–06: Lost on the Spirit Road © 2019, Paizo Inc. All Rights Reserved.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and
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Pathfinder Society Scenario #1–06: Lost on the Spirit Road© 2019, Paizo Inc.; Author: Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path,
Christopher Wasko. Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and
Starfinder Society are trademarks of Paizo Inc.
Faction Reputation
A.K.A. -2
Faction Reputation
Player Name Character Name Organized Play # Character #
Faction Reputation
Adventure Summary
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.
Boons
▫▫▫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 Starting XP
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.
XP Gained
Starting GP
SUBTIER 1–2
GP Gained
REWARDS
GP Spent
Total GP
Starting Fame
Notes Downtime
Fame Earned
Total Fame
FOR GM ONLY
EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play #