This works sorta, but you need to know the spline,
and it isn't a very good distribution on the sharp bends.
#declare rsd = seed(1);
union {
#local c = 0;
#while (c<500)
object{Thorn
rotate 360*rand(rsd)*z
Spline_Trans(Stem, rand(rsd), y, 0.01, 0.01)
}
#local c = c + 1;
#end
}