S02-17 Shades of Ice-Part II Exiles of Winter (1-5)

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A Pathfinder Societ y Scenar io for Tier 1–5

Sha des of Ice, Part I I :


Exiles of Winter

By Joshua J. Frost
Shades of Ice Part II:
Exiles of Winter
Pathfinder Society Scenario 2–17
Design: Joshua J. Frost
Development: Mark Moreland
Editing: Christopher Carey
Senior Art Director: Sarah Robinson
Layout: Crystal Frasier
Interior Artist: Jeffrey Lai
Cartographers: Robert Lazzaretti and Christopher West
Editorial Intern: Michael Kenway
Publisher: Erik Mona

Paizo CEO: Lisa Stevens


Vice President of Operations: Jeffrey Alvarez
Finance Manager: Chris Self
Staff Accountant: Kunji Sedo
Technical Director: Vic Wertz
Marketing Director: Hyrum Savage

This product makes use of the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Bestiary, and
the Pathfinder RPG Advanced Player’s Guide. These rules can be found online as part of the Pathfinder Roleplaying Game
Reference Document at paizo.com/pathfinderRPG/prd.

Pathfinder Society Scenario 2–17: Shades of Ice, Part II: Exiles of Winter is a Pathfinder Society Scenario designed for 1st- to
5th-level characters (Tiers 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but
can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the Pathfinder Roleplaying Game.

The OGL can be found on page 20 of this product.


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paizo.com/pathfindersociety

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.

Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a
Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery
are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting,
Pathfinder Player Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC.
© 2011 Paizo Publishing, LLC.
®


Shades of Ice, Part II:
Exiles of Winter
By Joshua J. Frost

A
fter surviving the plot against them in Pathfinder
Society Scenario #2–15: Shades of Ice, Part I: Written in Where on Golarion?
Blood, the PCs traveled on to Whitethrone, the capital Exiles of Winter takes place in the city of Whitethrone
of the icy nation of Irrisen. In order to gain entry to the in Irrisen, the capital of the land of eternal winter.
country, they joined a mixed caravan of merchants and Whitethrone is a bustling city of nearly 25,000 souls,
hunters on a diplomatic mission to Irrisen and disguised with snow goblins, ice trolls, winter wolves, and worgs
themselves as simple merchant guards or warriors. With counted among them and possessing the same rights as
this ruse, they managed to pass the notoriously well- humanfolk. The city’s Howlings district is home to most
guarded Irrisen border, with its bizarre chicken-legged of the lupines who can walk in human form there due to
huts, and were just outside the city of Irrisen when two the magics of Baba Yaga. Irrisen is a neutral evil nation
large bands of ice trolls led by Irrisen soldiers beset the and the PCs would be wise to watch their step as they
caravan. The PCs fled unharmed while the massive trolls travel within the city—merchants are barely tolerated,
ruthlessly slaughtered the entire caravan, and as the foreigners even less so, and those seen as adventurers
present scenario begins, they find themselves outside the (such as Pathfinders) need to watch their step as their
city of Whitethrone looking for a way in. The trouble is, kind has a reputation for murdering monsters. Because
Irrisen’s capital city recently outlawed the presence of this is a lower-level scenario, most of the encounters
Pathfinders, meaning the PCs have to be crafty, creative, will be with the lesser denizens of the city (such as
or stealthy to get in and find the missing Pathfinder the lesser Jadwiga—human descendants of previous
historian Rognvald Skagni. daughters of Baba Yaga who have lower standing than
Meanwhile, the few remaining Shadow Lodge members the current daughters of Queen Elvanna), but don’t let
in Whitethrone waited for Runa White to return from the PCs feel comfortable. Feel free to have them nearly
Trollheim, and a large party led by Melkorka Skur set encounter formidable ice trolls, or just barely escape an
off on their own mission deep into the northern reaches ogre brawl only to witness a foreigner not pay the proper
of the Realm of the Mammoth Lords in search of an subservience to a winter wolf in human form and be torn
ancient weapon hidden inside a frozen keep. The Shadow apart for it. Whitethrone is a dangerous place—reinforce
Lodge in Whitethrone is hidden beneath an abandoned that fact as often as you can. For more information about
brewery and was established by Caggrigar, a Shadow Whitethrone, refer to Pathfinder Campaign Setting: Cities
Lodge member of ill repute who, after establishing the of Golarion, available at your favorite local game store or
lodge in Irrisen, traveled on to the Worldwound in search online at paizo.com.
of a dark and powerful artifact (see Pathfinder Society
Scenario #2–08: The Sarkorian Prophecy). With Caggrigar
gone, Runa away in Trollheim (or dead, depending on
the results of Written in Blood), and most of the rest of Irrisen
the Whitethrone Shadow Lodge agents headed east on a
mission, the responsibility of running the lodge fell to • Whitethrone
Vermund, a loyal but unreliable Shadow Lodge agent, Glacier
La k e
former Pathfinder, and a man with a filthy obsession.
Vermund long ago heard the calling of the druids, but his
calling was one of wilderness protection and cleansing
nature of all blights—even humanity. He lived his early
days wandering the Verduran Forest, killing loggers,
farmers, and anyone else who dared harm the land.

3
Pathfinder Society SCENario

abandoned brewery. Once inside the brewery, the PCs face


The Shades of Ice Series rabid watch dogs and goblin guards before descending
Exiles of Winter is the second chapter of the three-part
into freshly dug areas the Shadow Lodge expanded for
Shades of Ice adventure arc set in Avistan’s frigid northern
living and storage. There the PCs face the current leader
reaches. All three parts are designed for Tier 1–5 and are
of the lodge, an inept blight druid named Vermund and
intended to be played in order. As such, this scenario
his inexperienced agents. Moving on, the PCs face down
assumes the PCs played through the first part, Written in
a powerful, mutated goblin slaver and his assistants and
Blood. For those PCs who did not play Written in Blood,
rescue the Blood Ram tribe and famed historian Rognvald
assume they met the others in Trollheim and decided to
Skagni from slavery. From Skagni, the PCs learn that the
join them on their journey to Whitethrone to rescue Skagni.
more reliable agents in the lodge set out for the Realm
The PCs who played Written in Blood likely possess a map
of the Mammoth Lords to find a rumored keep said to
once held by Runa White—a map that shows the precise
contain a powerful ancient weapon. The PCs finish the
location of the Whitethrone Shadow Lodge beneath an
scenario battling a young white dragon set to guard a
abandoned brewery. Should none of the PCs possess this
mysterious and heavily warded door.
map, they instead learn the location of the brewery and the
Shadow Lodge from one of the caravan merchants who
often delivered goods there (and was then killed in the ice Getting Started
troll ambush).
Begin the scenario by bringing the players up to speed on
the action between the conclusion of Written in Blood and
After a high bounty on his head sent dozens of would-be the starting point of this adventure. They should know
assassins after him, Vermund fled the Verduran Forest that their time in Trollheim ended quickly when they
and headed south for Absalom, where he intended, quite discovered clues leading to Whitethrone, the capital of
on a whim, to join the Pathfinder Society and take his war Irrisen and home of Baba Yaga’s white witch daughters,
for mother nature global. Vermund was an easy recruit where they hoped to find the kidnapped historian
into the Shadow Lodge, though his penchant for fighting Rognvald Skagni. Traveling across the border from the
anyone who so much as cut a branch off a living tree Lands of the Linnorm Kings into Irrisen is no small
and his large, gross collection of various insects earned feat, but the PCs managed it by joining a mixed caravan
him a quick reputation as someone to be called upon for of hunters and merchants headed for Whitethrone on a
dirty work, but he was otherwise left to his own devices. diplomatic mission. The merchants warned the PCs that
Vermund is only in charge of a few minor Shadow Lodge Whitethrone has been up in arms against Pathfinders
agents, most of them new recruits (and some of them not recently, and they would likely need to sneak into the
even former Pathfinders), and a clan of snow goblins from city. Things were going well until terrifying ice trolls
the ice-dwelling Frostfur Tribe readying their slaves and soldiers of Whitethrone’s Iron Guard who, it seems,
from the Lands of the Linnorm Kings’ Blood Ram tribe were not interested in speaking to a diplomatic mission,
for sale in Whitethrone (see Written in Blood). He left the ambushed the caravan. The PCs barely escaped with their
day-to-day operations of the lodge to his inexperienced lives, though most of their caravan did not.
charges and the slaver goblins and doesn’t yet know the Once the players understand the course of events
result of that decision is a wide-open gap in the lodge’s taking place “off screen,” allow them to buy anything they
security—a gap the PCs will likely walk right through. may need (assume this happened in Trollheim before the
With the goblins on the lookout for intruders and the adventure began) before reading the following to get the
halls of the lodge trapped and (as far as he’s concerned) adventure underway.
secured, Vermund spends his days growing his insect
collection in his overheated, sweaty room, completely A biting wind blows from the north and snow blows in blinding
unaware that real Pathfinders looking for Rognvald drifts amid numbing fog. The bone-white walls of Whitethrone,
Skagni are coming and may just end his days forever. capital of Irrisen and home of Baba Yaga’s white witch daughters,
rises into the frigid northern night. Somewhere within is the
Summary Shadow Lodge headquarters hinted at in Trollheim where the
poor historian Rognvald Skagni is being held. Reaching this
The PCs arrive at the bone-white walls of Whitethrone point was a difficult challenge, but gaining entry into the city
after narrowly escaping the slaughter of their caravan. itself presents the greatest obstacle yet.
They must use skill and diplomacy to get into the city, after
which they must use secrecy and stealth to make it across Pathfinders who took part in the events of Written
the city and find the Shadow Lodge hidden beneath an in Blood likely have appropriate cold weather gear and

4
Shades of Ice, Part II: Exiles of Winter

are familiar with the harsh weather conditions of the the Iron Guard corporal stat block below), and another
frigid nations of northern Avistan. The average daytime Stealth check to bypass the Iron Guard patrolling the
temperature in Whitethrone during this adventure is just docks in order to make it into the city proper.
above freezing and the average nighttime temperature Failing the Survival check to cross the harbor’s ice flow
hovers right around –5 degrees Fahrenheit. Many of the is incredibly dangerous. Should the PCs fail, they cannot
encounters during this scenario take place outside, so the find a safe path into the city. If they fail the check by 5 or
PCs will need to be prepared to face the elements (and more, they find what they think is a safe path that instead
GMs might want to brush up on their cold weather rules leads them into an incredibly dangerous natural hazard.
on page 442 of the Pathfinder RPG Core Rulebook). Succeeding at the Survival check but failing either of the
Additionally, the PCs who played Written in Blood Stealth checks resorts in combat with the Iron Guard (see
should still be hauling around expert historian Rognvald The Iron Guard on page 7).
Skagni’s chest that Venture-Captain Drandle Dreng asked Hazards: Failing the Survival check to cross the ice
them to deliver. The chest of documents presents a small flow by 5 or more means the PCs encounter an icy natural
challenge to the PCs. The chest is 2 feet wide, 4 feet long, trap that varies by tier. A wave choked with ice suddenly
and 3 feet deep. It’s made of heavy oak, bound with iron, roars up from the lake, potentially tripping and crushing
and locked with an enormous, finely crafted steel lock. all of the PCs caught in it. Worse, anyone tripped by the
The chest weighs around 100 pounds and it’s imperative wave risks being pushed under the frigid water by the ice
the PCs keep it safe—failing to do so means a loss of and must smash through it to regain the surface.
respect within the Society. In Tier 1–2, the PCs must succeed at a DC 25 Perception
Once the PCs are ready, proceed to Act 1. check to see the wave coming and act in time to move out
of the way. Anyone failing the check is targeted by the
Act 1: Getting In wave, which attempts to trip the PCs with a +10 CMB.
Anyone who is tripped takes 2d6 points of bludgeoning
The PCs find themselves outside the city walls of damage and must succeed at a DC 15 Reflex save or be
Whitethrone, intent on finding a way in without getting pushed beneath the ice by the harbor’s unstable ice
caught or killed by the Iron Guard. Pathfinders are flow. Once beneath the water, the PC risks drowning
banned from Whitethrone after Caggrigar and his Shadow (Pathfinder RPG Core Rulebook 445) and must deal 10
Lodge agents successfully convinced the Iron Guard points of damage to the ice in order to cut back through
that the Pathfinder Society was rampaging through the to the surface. Any PC who suffers through all of that and
Lands of the Linnorm Kings and would soon bring their climbs back to the surface of the ice is immediately beset
thieving, murdering ways to Whitethrone itself. If the with hypothermia and is considered fatigued (Pathfinder
PCs are arrested and the Iron Guard discovers they are RPG Core Rulebook 442).
Pathfinders (by admission or by possessing a wayfinder), In Tier 4–5, the PCs must succeed at a DC 30 Perception
the Iron Guard immediately attack. check to see the wave coming and act to move out of the
This act is an opportunity for the PCs to roleplay with way. Anyone failing the check is targeted by the wave, which
several different groups entering the city, an opportunity attempts to trip the PCs with a +15 CMB. Anyone who is
for the PCs to use creative problem solving to enter the tripped takes 4d6 points of bludgeoning damage and must
city unseen, or both. succeed at a DC 15 Reflex save or be pushed beneath the
ice. Cutting through the ice and the aftereffects of being
The Harbor (CR 3 or CR 6) submerged in freezing water are the same as Tier 1–2.
Whitethrone’s harbor on Glacier Lake is certainly the
largest breach in the city’s walls, but it also presents Climbing the Walls (CR 2 or CR 5)
the most difficult means of entering the city. Moving, Climbing the walls presents the next hardest way to
churning ice chokes the harbor, breaking apart and enter the city. Irrisen is 90% surrounded by imposing
crashing together without warning, sending the bone-white stone walls guarded day and night by the
unprepared trespasser to a watery grave in frigid waters. hardy and ruthless Iron Guard. The walls are 40 feet
The Royal Palace—the seat of the queen of Irrisen—sits tall and climbing them requires a DC 25 Climb check
in the center of the harbor. Constructed entirely of ice as there are no adequate hand- or footholds. The last 10
and reaching a height far above the surface of the water, feet of climbing requires an opposed Stealth check. Use
the palace provides a clear view of the frozen lake below. It the Perception checks for the Iron Guard corporals on
takes a DC 20 Survival check to find a safe path across the page 7 as the base attentiveness of the average Iron Guard
ice, an opposed Stealth check to then make it across the soldier on the wall. Should the PC fail the Stealth check,
ice without being spotted by someone in the palace (using one or more Iron Guards notice that PC and sound the

5
Pathfinder Society SCENario

X The Howlings
(Act 4)

The Merchants’
Quarter
(Act 2) X X Market Square
(Act 1)
X Aunt Marny’s
Bitter Brew
(Act 3)

6
Shades of Ice, Part II: Exiles of Winter

alarm. If the PC reaches the top of the wall safely, she to make an Iron Guard friendly, a bribe of at least 10 gp
must make two more successful opposed Stealth checks is required for that guard to look the other way and wave
to sneak along the wall and then descend the steps into the PCs into the city.
the city without being noticed. Getting caught in either Don a Merchant Disguise: By far, most of the traffic
instance results in the alarm being sounded and, likely, entering Whitethrone on a given day is local merchant
in melee combat as the nearest guards arrive to kill the traffic or merchants from neighboring realms. Most
PCs (see below). merchants are recognizable to the gate guards who work
An alternative route over (or rather through) the wall is the gates day in and day out and see the same faces often.
the breach in the Howlings district. In the northeast face Though these Iron Guards are typically suspicious of new
of the bone-white walls there’s a gap where the winter wolf merchants approaching the gates, they don’t immediately
denizens of Whitethrone have unfettered access to and assume that a new merchant is a threat and will likely
from the city. Though many smugglers also use the gap, treat PCs disguised as merchants with angry indifference.
they do so with the appropriate bribes and understood The Iron Guards are indifferent to new merchants and
capitulation to the rules of the Howlings. This would be need to be made friendly in order to admit the PCs to the
a dangerous, most likely deadly, decision for the PCs as city. On admittance, though, the Iron Guards ask the PCs
they haven’t paid the bribes, likely don’t know the rules, nation of origin, the nature of their merchant business
and would be detected in one sniff by a magically altered in Whitethrone, how long they intend to stay, and then
winter wolf in human form. Should the PCs choose to requires them to report to the Iron Barracks to receive
enter Whitethrone through this gap, have them make a a license to operate as a merchant in the city. Should the
DC 15 Knowledge (local) check to remember how insanely PCs fail to arrive at the Iron Barracks, the Iron Guard
dangerous such a choice would be. Those who either starts looking for them at nightfall as the ledger from the
ignore the danger or remain unaware of it and still try gate is compared to the ledger at the Barracks.
to enter through the gap are automatically spotted by the Anything Else: Your players might surprise you and
winter wolves. The wolves notify the Iron Guard, who come come up with an entirely different way to enter the city—
running, ready for combat (see The Iron Guard below). something not covered above. If this happens, be flexible
and challenging, but don’t immediately assume that it
Bluffing Their Way In (CR 2 or CR 5) can’t work if it’s not one of the ideas above.
Though still a difficult act, bluffing or bribing their way
into the city is the easiest avenue for the PCs to enter Irrisen. The Iron Guard
There are a few key ways they can accomplish this, but they If the PCs at any time incur the wrath of the Iron Guard,
are only achievable during the day as the gates are all closed these stats represent the typical group of Iron Guards
after sunset. While attempting any of these methods of who arrive to deal with them. In general, the Iron Guards
accessing the city, if the PCs admit they are Pathfinders, the kill first and ask questions later. Should the PCs defeat a
Iron Guards at the gate immediately attack them. squad of Iron Guards, they have 1 minute before another
Bribe a Merchant Caravan: With the right combination squad arrives and are better off fleeing the scene of the
of skills and gold, the PCs could fairly easily bribe a fight than staying to battle another group.
merchant caravan for access to the city. The typical
merchant headed into Whitethrone isn’t exactly enamored Tier 1–2 (CR 2)
with the powers that be and, due to their low standing,
merchants here have to work very hard to pull in a decent Iron Guard Corporal CR 1
profit. A good Bluff or Diplomacy check combined with a Female human fighter 2
handful of coins might convince a merchant in whatever NE Medium humanoid (human)
way he needs to be that smuggling the PCs in as secret Init +0; Senses Perception +3
cargo or disguised as guards or fellow merchants is worth Defense
his time. The typical merchant captain has a Charisma AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
score of 12 and a total Diplomacy score of +7. Merchant hp 21 each (2d10+6)
captains begin as indifferent and need to be made friendly Fort +5, Ref +0, Will +1; +1 vs. fear,
in order to help the PCs enter the city. Defensive Abilities bravery +1
Bribe the Iron Guard: This method is tricky and Offense
fraught with peril. Iron Guards begin as hostile to the Speed 20 ft.
PCs and need to be made friendly before they’ll even Melee mwk longsword +6 (1d8+2/19–20), armor spikes +4
consider a bribe. Offering a bribe to an Iron Guard will (1d6+2/×2)
bring immediate retribution (see below). If a PC manages Ranged light crossbow +2 (1d8/19–20)

7
Pathfinder Society SCENario

Tactics Tier 4–5 (CR 5)


Before Combat The corporal orders the PCs to drop their
weapons even as she and the recruits are drawing theirs Iron Guard Sergeant CR 3
and preparing to attack. Male human fighter 4
During Combat The corporal shouts commands at her NE Medium humanoid (human)
recruits and stays in the thick of the fight with them. She Init +0; Senses Perception +3
knows she’s a hard target and isn’t afraid to go toe-to-toe Defense
with the toughest PC. If reduced to fewer than 5 hit points, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
the corporal tries to drink her potion of cure light wounds on hp 42 (4d10+16)
her next action. Fort +7, Ref +1, Will +4; +1 vs. fear,
Morale Honor-bound to protect Whitethrone, the corporal Defensive Abilities bravery +1
fights to the death. Offense
Statistics Speed 30 ft.
Str 14, Dex 10, Con 15, Int 10, Wis 13, Cha 12 Melee mwk longsword +8 (1d8+2/19–20), armor spikes +6
Base Atk +2; CMB +4; CMD 14 (1d6+2/×2)
Feats Cleave, Persuasive, Power Attack, Weapon Focus Ranged mwk light crossbow +5 (1d8/19–20)
(longsword) Tactics
Skills Diplomacy +3, Intimidate +8, Knowledge (local) +1, Before Combat The sergeant orders the PCs to drop their
Perception +3, Sense Motive +2 weapons even as he and the corporals are drawing theirs
Languages Common and preparing to attack.
Combat Gear potion of cure light wounds; Other Gear During Combat The sergeant shouts commands at his recruits
masterwork spiked banded mail, heavy wooden shield, mwk and stays in the thick of the fight with them. He knows he’s a
longsword, light crossbow hard target and isn’t afraid to go toe-to-toe with the toughest
PC. If reduced to fewer than 15 hit points, the sergeant tries
Iron Guard Recruits (2) CR 1/3 to drink his potion of cure moderate wounds on his next action.
Male human warrior 1 Morale Honor-bound to protect Whitethrone, the sergeant
NE Medium humanoid (human) fights to the death.
Init +0; Senses Perception +2 Statistics
Defense Str 14, Dex 10, Con 16, Int 10, Wis 13, Cha 12
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) Base Atk +4; CMB +6; CMD 16
hp 12 each (1d10+2) Feats Cleave, Great Cleave, Iron Will, Persuasive, Power
Fort +4, Ref +0, Will +1 Attack, Weapon Focus (longsword)
Offense Skills Diplomacy +4, Intimidate +10, Knowledge (local) +1,
Speed 20 ft. Perception +3, Sense Motive +5
Melee longsword +4 (1d8+2/19–20), dagger +3 (1d4+2/19–20) Languages Common
Ranged dagger +1 (1d4+2/19–20) SQ armor training 1
Tactics Combat Gear potion of cure moderate wounds; Other Gear
Before Combat The recruits draw their weapons and move to masterwork spiked scale mail, heavy wooden shield, masterwork
flank the toughest-looking PC. longsword, masterwork light crossbow with 10 bolts
During Combat The recruits work together to flank and attack
one opponent at a time. Iron Guard Corporals (2) CR 1
Morale So long as the corporal is alive, the recruits fight to the hp 21 each (use the stats from Tier 1–2)
death. If the corporal is dead, the recruits flee or surrender
if reduced to 3 hit points or fewer. Mission Notes: Taldor faction PCs need to acquire a
Statistics badge of office from one of the Iron Guard soldiers; doing
Str 14, Dex 10, Con 15, Int 10, Wis 13, Cha 12 so earns members of the Taldor faction 1 Prestige Award.
Base Atk +1; CMB +3; CMD 13
Feats Power Attack, Weapon Focus (longsword) Rewards: If the PCs defeat an Iron Guard patrol, reward
Skills Intimidate +5, Knowledge (local) +4, Perception +2, each tier thusly:
Sense Motive +2 Tier 1–2:
Languages Common Give each player 80 gp.
Other Gear scale mail, heavy wooden shield, longsword, Tier 4–5:
dagger Give each player 228 gp.

8
Shades of Ice, Part II: Exiles of Winter

Note: The PCs may only receive this reward once and Mission Notes: Cheliax faction PCs need to find a quiet
there is no extra reward for fighting additional patrols in place in Whitethrone to construct the summoning circle
Act 1 (though they may face another one in Act 2). Should with the powder provided by Zarta Dralneen with a DC
the PCs enter the city without being attacked, roll the full 10 Spellcraft check. Failure on the check means some of
reward for the appropriate tier into a future encounter so the powder touched exposed skin, dealing 1d6 points of
they’re not punished for being smart or stealthy. fire damage and burning so painfully that the person it
touched takes a –1 penalty on all attack rolls for the next
Act 2: Sneak And Peek 24 hours. This Spellcraft check may be made untrained
with a –2 penalty. Cheliax faction PCs who successfully
(CR 2 or CR 5) construct the summoning circle earn 1 Prestige Award.
Depending on how the PCs handled Act 1, they may Taldor faction PCs need to acquire a badge of off ice
need to sneak across the city and find the Shadow from an Iron Guard soldier if they didn’t do so in
Lodge’s location on Runa White’s map. If the PCs Act 1. Procuring one earns members of the faction 1
entered the city disguised as merchants, they should Prestige Award.
have no problem traveling straight to the brewery (see
Act 3). However, if the PCs came into the city by any Rewards: If the PCs defeat an Iron Guard patrol, reward
other manner, they need to either break away from the each tier thusly:
merchants that smuggled them in or remain stealthy Tier 1–2:
as they carefully move through a city that has outlawed Give each player 80 gp.
their very presence. Tier 4–5:
The difficulty of successfully finding the brewery Give each player 228 gp.
without attracting any Iron Guard attention depends on Note: The PCs may only receive this reward once and
where the PCs entered Whitethrone. Consult the map there is no extra reward for fighting additional patrols
of Whitethrone on page 6. For every block the PCs need during Act 2. Should the PCs enter the city and reach the
to travel to reach the brewery, they must each make a brewery without being attacked, roll the full reward for
Stealth check. Use the lowest Stealth roll of the party the appropriate tier into a future encounter so they’re not
to determine the final Stealth check. In Tier 1–2, they punished for being smart or stealthy.
need a result of 10 or better, while in Tier 4–5, they
need a result of 15 or better. Failing by 5 or more draws Act 3: Auntie Marny’s
unwanted attention as the PCs are spotted by an Iron
Guard patrol (see below). Should the PCs travel through Bitter Brew
any part of the Howlings, increase the Stealth check
needed to 20 for Tier 1–2 and 25 for Tier 4–5 to account A large, dilapidated building sits crammed between equally
for the inhabitants’ scent ability. dilapidated warehouses and flophouses. Its doors are chained
Creatures: Should the PCs draw unwanted attention shut, its windows are filled with broken glass and boarded
from an Iron Guard patrol, they’re attacked by the same from the inside, and its facade is faded, crumbling, and
patrol as in Act 1. encrusted with icicles. Faded, hard-to-read letters are painted
10 feet tall across the top of the ruined structure—they read:
Tier 1–2 (CR 2) Auntie Marny’s Bitter Brew.

Iron Guard Corporal CR 1 Auntie Marny’s Bitter Brewery went out of business
hp 21 (use the stats on page 7) a decade ago and the main floor brew house and
underground storehouses were empty and unused until
Iron Guard Recruits (2) CR 1/3 6 months ago when Caggrigar chose the abandoned
hp 12 each (use the stats on page 8) brewery as the perfect location for Whitethrone’s
Shadow Lodge. The painted letters out front once read
Tier 4–5 (CR 5) “Auntie Marny’s Bitter Brewery” but the “-ery” faded
to obscurity, so the building’s entropic state has lent a
Iron Guard Sergeant CR 3 bit of unfair criticism to the brewery’s once frothy and
hp 42 (use the stats on page 8) delicious product.
In the past few months, the Shadow Lodge agents
Iron Guard Corporals (2) CR 1 here and their goblin allies, led by a hideous mutated
hp 21 each (use the stats on page 7) beast named Glorfan (who claims to be half troll but is,

9
Pathfinder Society SCENario

Auntie Marny’s Bitter Brewery


1 square = 5 feet

3c

3b 3a

Whitethrone Shadow Lodge


1 square = 5 feet

3e
3d
3f

3g

10
Shades of Ice, Part II: Exiles of Winter

in fact just a goblin warped by foul Lamashtan rituals),


Rabies
spent their time digging out additional areas beneath
the brewery for housing, study, and storage. During Type disease, injury (bite); Save Fortitude DC 14
their excavations, they hit a large underground cavern Onset 2d6 weeks; Frequency 1/day
that connected to a series of icy, salt-encrusted tunnels Effect 1 Con damage plus 1d3 Wis damage (minimum
that led deep below the city, but not deep enough to reduction to 1 Wis); Cure 2 consecutive saves
connect to the Darklands. Caggrigar and his most
loyal agents sealed this area, protecting it from all 3b. Brewery
types of intrusion both magical and mundane, and
stored their most prized (and often most dangerous) The remnants of a once-working brewery are neatly organized
relics, artifacts, and magic items collected from around this large, warehouse-like room. Huge metal
around Golarion. In essence, the Shadow Lodge had colanders, giant steel pots, enormous fermenting vessels, and
its own vaults now, just like the Pathf inder Society a massive steam boiler stand covered in cobwebs and dust,
in Absalom. An enchanted and warded cold iron door their edges coated in rust and their support joints and screws
bars access to the vault, and the areas beyond the door popping and bending under years of neglect. At the north end
are outside the scope of this adventure. of the room, the floor slopes down to large roller-doors that
Caggrigar left soon after to see to other Shadow Lodge are chained and boarded shut and the southeast corner of
business and a month ago the woman he left in charge, the room holds three tables covered in empty bottles, faded
Melkorka Skur, took the remaining reliable agents labels, and broken glass. High above the room, thick oaken
and set out for the Keep of the Huskarl King far to the rafters span east to west and support enormous wooden
northeast in the Realm of the Mammoth Lords (see arches that reach up thirty feet above the floor to the ceiling,
Shades of Ice Part III: Keep of the Huskarl King). This left a the roof pock-marked with holes and bird’s nests.
handful of low-ranking agents and recruits in the lodge
under the indifferent and lazy command of Vermund, By all appearances, this room is nothing more than an
a filthy, smelly blight druid from the Verduran Forest abandoned brewery, a facade the Shadow Lodge worked
who spends all of his days in his overly heated library hard to maintain even as they dug out and expanded the
sorting and caring for his massive insect collection. areas belowground.
Vermund’s indifference has led to serious lapses in
the lodge’s security—lapses the PCs should be able to Guard Dogs (CR 2 or CR 5)
exploit—but there are several traps and dangers the PCs The first thing the PCs face here are the brewery’s guard
will still need to face in order to find and rescue the dogs, who inch out of the shadows beneath the broken
missing historian. down metal equipment near the west wall and slaver and
snarl at the PCs.
3a. Taproom Creatures: The Shadow Lodge uses trained dogs here to
keep the homeless and the curious away. Unfortunately,
A mass of broken tables, chairs, and barstools clutter the due to a lack of care and some bad luck, these dogs are all
center of this dusty room, and a crumbling bar still stands infected with rabies that they caught from a group of bats
in front of a broken mirror on the north wall. Three small Vermund released here after studying them down in his
alcoves in the southwest corner once served as semiprivate library. The three dogs are all that remain of 10—once
bar booths but now host only rubble. The door to a storage they were infected and started going mad, they became
room in the northwest corner hangs loose on its hinges, incredibly territorial and fought each other until only
the smell of rotting refuse wafting from within. Two sets of three diseased, mangy animals remained, each with a
double doors lead to the street to the south and farther into territory staked out beneath the fermenting vessels and
the building to the north. other equipment. The dogs are slowly dying from the
rabies, but are formidable opponents for the PCs as they
This room was once a modest taproom, where attack recklessly and viciously to protect their territory.
Auntie Marny served her bitter brews and allowed
customers to mingle near the endlessly f lowing Tier 1–2 (CR 2)
alcohol. When the brewery went out of business,
much of the furniture within was junked and used Rabid Dogs (3) CR 1/2
for f irewood by the city’s poor, and any remaining hp 6 (Pathfinder RPG Bestiary 87)
beer has long ago been plundered or leaked out of its Special
containers and evaporated. These dogs have rabies—see the sidebar above for details.

11
Pathfinder Society SCENario

Tier 4–5 (CR 5) the north wall to go after them.


Morale The goblin bombers fight to the death, but if there is
Rabid Riding Dogs (3) CR 2 only one remaining, he runs for the stairs and attempts to
hp 13 (Pathfinder RPG Bestiary 87) warn Vermund about the PCs.
Special Base Statistics When not under the effects of its mutagen,
These riding dogs have rabies—see the sidebar on page 11 for a goblin bombers stats are: AC 19, touch 15, flat-footed 15
details. (+4 armor, +4 Dex, +1 size); hp 26 each; Fort +5; Con 14,
Cha 6
Development: The PCs have 1 round to recover after the Statistics
fight with the dogs before the goblins attack (see below). Str 10, Dex 19, Con 18, Int 13, Wis 10, Cha 4
Base Atk +2; CMB +1; CMD 15
Goblin Muggers (CR 2 or CR 5) Feats Brew Potion, Improved Initiative, Throw Anything,
The second wave of attacks come from above as the goblin Weapon Focus (bomb)
lookouts perched in the shadowy rafters above begin Skills Climb +3, Craft (alchemy) +7, Ride +11, Stealth +15,
firing their bows. Swim +3; Racial Modifiers +4 Ride, +4 Stealth
Creatures: There are several goblins here, hidden in the Languages Common, Goblin
rafters where the rabid dogs couldn’t reach them. They SQ alchemy (alchemy crafting +3, identify potions), mutagen
remain hidden throughout the PCs’ fight with the dogs, (+4/–2, +2 natural, 30 minutes), discoveries (explosive
attacking 1 round after the last dog is slain, preferring bomb*), poison use, swift alchemy
ranged weapons from the safety the rafters provide. Combat Gear potions of cure light wounds (2), alchemist fire (3),
tanglefoot bag (2), thunderstone (3); Other Gear +1 studded
Tier 1–2 (CR 2) leather, short sword

Goblins (4) CR 1/3 Development: If one of the goblins manages to escape


hp 6 (Pathfinder RPG Bestiary 156) and flee down the stairs to warn Vermund, all creatures
encountered after this are ready and waiting for the PCs.
Tier 4–5 (CR 5)
Rewards: If the PCs defeat the goblins, reward each tier
Goblin Bombers (3) CR 2 thusly:
Goblin alchemist 3 (Advanced Player’s Guide 26) Tier 1–2:
NE Small humanoid (goblinoid) Give each player 18 gp.
Init +8; Senses darkvision 60 ft.; Perception +0 Tier 4–5:
Defense Give each player 384 gp.
AC 21, touch 15, flat-footed 17 (+4 armor, +4 Dex, +2 natural,
+1 size) 3c. Keg Storage (CR 1 or CR 4)
hp 32 each (3d8+15)
Fort +7, Ref +7, Will +1; +2 vs. poison The kegs in this room are almost all cracked or broken in some
Offense way, and all are empty. Trash stands piled in the northwest
Speed 30 ft. corner of the room in front of a crumbling fireplace. An open
Melee short sword +3 (1d4/19–20) door in the east wall gives ingress to a landing of downward-
Ranged bomb +9 (2d6+1 fire) leading stairs.
Special Attacks bomb 4/day (2d6+1 fire and catch fire, DC 12,
10-ft. radius) Trap: The Shadow Lodge agents rigged a trap here to
Alchemist Extracts Known (CL 3rd) drop the stack of empty kegs onto anyone who doesn’t
1st—cure light wounds, endure elements, expeditious retreat, jump know exactly where to step in the trapped 10-foot square.
Tactics Once triggered, the kegs thunder down atop anyone in
Before Combat Once the bombers see the PCs, they drink the trapped area and smash the open door on the east
their Constitution mutagens and wait for the PCs to kill the wall into pieces.
rabid dogs before attacking.
During Combat The bombers stay in the rafters as long as Tier 1–2 (CR 1)
they can, hurling bombs and alchemist’s fire at the PCs.
Should the PCs retreat into the room to the south, the Falling Kegs Trap CR 1
goblins run across the rafters and drop into the trash along Type mechanical; Perception DC 15; Disable Device DC 15

12
Shades of Ice, Part II: Exiles of Winter

Effects Tier 1–2 (CR 3)


Trigger touch; Reset none
Effect Atk +10 melee (3d6); multiple targets (all targets in a Vermund CR 1
10-ft. square) Male human druid (blight druid) 2 (Advanced Players Guide 98)
NE Medium humanoid (human)
Tier 4–5 (CR 4) Init +2; Senses Perception +6
Defense
Falling Kegs Trap CR 4 AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Type mechanical; Perception DC 25; Disable Device DC 20 hp 21 (2d8+9)
Effects Fort +7, Ref +2, Will +5
Trigger touch; Reset none Offense
Effect Atk +15 melee (3d6); multiple targets (all targets in a Speed 20 ft.
10-ft. square) Melee mwk sickle +1 (1d6–1)
Ranged sling +3 (1d4–1) or
Development: If the PCs set off the trap, give Vermund magic stone sling +4 (1d6+1)
and the Shadow agents in area 3d a chance to hear the Special Attacks destructive smite (+1, 5/day)
kegs falling. If any of the men in the room succeed at a DC Druid Spells Prepared (CL 2nd; concentration +4)
20 Perception check, Vermund and his agents are ready 1st—cure light wounds, magic stone, summon nature’s ally I,
for the PCs when they enter. true strike D
0 (at will)—flare (DC 12), guidance, read magic, resistance
3d. Makeshift Library (CR 3 or CR 6) D Domain Spell; Domain Destruction
Tactics
This brick-walled room is fifty feet long and twenty-five feet Before Combat If Vermund knows the PCs are coming,
wide and the ceiling stands twenty feet tall. Abandoned metal he summons a dire rat and then hides behind the
braces, likely once used to hold up shelves of items, are westernmost bookshelf.
studded along the north and south brick walls. A fresh, new- During Combat Vermund lets his agents fight in melee and
looking wooden door is closed on the south wall. The entire tries to stay back, using his magic stones and sling to hit
room smells of unwashed flesh and possesses a faint, sickly- PCs who are out of melee combat and casting cure light
sweet odor. The room is unbelievably hot, a sharp contrast wounds if one of his agents looks seriously hurt. If there are
to the cold brewery above. Makeshift shelves stand on east particularly tough PCs, he hits them with flare whenever it
and west ends of the room, some of them sparsely filled with makes sense to do so. If reduced to fewer than 5 hit points,
books. A large, round wooden table sits in the middle of the Vermund attempts to drink his potion of cure moderate
room, surrounded by chairs. Along the entire length of the wounds on his next action.
north wall are stacked cages, jars, buckets, bottles and various Morale Vermund fights to the death.
bits of masonry, all teaming with a wide variety of insects. Statistics
Str 8, Dex 14, Con 15, Int 10, Wis 15, Cha 12
With the departure of Caggrigar and Melkorka, Base Atk +1; CMB +0; CMD 12
Vermund has taken this room for his own. He keeps the Feats Great Fortitude, Toughness
fireplace along the north wall roaring day and night to Skills Climb +1, Handle Animal +5, Knowledge
keep the cold away from both himself and his insects. (dungeoneering) +4, Knowledge (geography) +4, Knowledge
Vermund’s companions sweat profusely, though the (nature) +6, Linguistics +1, Perception +6, Spellcraft +4,
druid seems completely unaffected by the heat. Dozens Survival +8, Swim +1
of species of insects fill the receptacles along the north Languages Common, Druidic, Skald
wall, many of them dead simply from being crammed SQ nature bond (Destruction domain), nature sense, vermin
as a seething mass into any available object that would empathy +3, woodland stride
hold them. Combat Gear potion of cure moderate wounds; Other Gear
Creatures: Vermund is here with the only remaining masterwork hide armor, masterwork sickle, sling with 10
Shadow Lodge agents who prefer to hangout with the bullets, 700 gp
creepy insect-obsessed blight druid than the malformed
Glorfan and his goblin slaves in area 3f. In Tier 4–5, Shadow Lodge Agents (2) CR 1/2
Vermund desperately breaks open some of his insect Human warrior 2
containers, releasing a swarm of biting insects that CN Medium humanoid (human)
functions like a spider swarm. Init +0; Senses Perception –1

13
Pathfinder Society SCENario

Defense he casts barkskin on himself (not figured into his


AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield) stats), summons a dire rat, and then hides behind the
hp 22 each (2d10+7) westernmost bookshelf.
Fort +4, Ref +0, Will +0 During Combat Vermund lets the agents fight in melee
Offense and tries to stay back, casting summon swarm to summon
Speed 30 ft. spider swarms and using his magic stones and sling to hit
Melee mwk warhammer +5 (1d8+1/×3) or PCs who are out of melee combat. He also casts cure light
dagger +3 (1d4+1/19–20) wounds if one of his agents looks seriously hurt. If there are
Ranged dagger +2 (1d4+1/19–20) particularly tough PCs, he activates his feather token and
Tactics directs it after that PC, then hits him with flare whenever it
Before Combat If the agents know the PCs are coming, they makes sense to do so. If reduced to fewer than 5 hit points,
draw their weapons and hide behind the bookshelf closest Vermund attempts to drink his potion of cure moderate
to the fireplace to ambush the PCs. wounds on his next action.
During Combat The agents attack the nearest PC and Morale Vermund fights to the death.
continue this tactic for the entire combat. Statistics
Morale The agents are idealists, but not stupid. They Str 8, Dex 14, Con 15, Int 10, Wis 16, Cha 12
surrender if reduced to 3 hit points or less. Base Atk +3; CMB +2; CMD 14
Statistics Feats Great Fortitude, Improved Initiative, Toughness
Str 13, Dex 10, Con 12, Int 9, Wis 10, Cha 11 Skills Climb +2, Handle Animal +6, Knowledge
Base Atk +2; CMB +3; CMD 13 (dungeoneering) +5, Knowledge (geography) +5, Knowledge
Feats Toughness, Weapon Focus (warhammer) (nature) +7, Linguistics +1, Perception +9, Spellcraft +5,
Skills Intimidate +4, Knowledge (dungeoneering) +3, Survival +10, Swim +2
Knowledge (local) +3, Linguistics +0 Languages Common, Druidic, Skald
Languages Common, Skald SQ nature bond (Destruction domain), nature sense, vermin
Gear studded leather, heavy wooden shield, masterwork empathy +5, woodland stride, trackless step
warhammer, dagger, 44 gp Combat Gear feather token (whip), potion of cure moderate
wounds; Other Gear +1 hide armor, masterwork scythe, sling
Tier 4–5 (CR 6) with 10 bullets, 339 gp

Vermund CR 3 Shadow Lodge Agents (2) CR 2


Male human druid (blight druid) 4 (Advanced Players Guide 98) Human ranger 2/warrior 1
NE Medium humanoid (human) CN Medium humanoid (human)
Init +6; Senses Perception +9 Init +2; Senses Perception +7
Defense Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 37 (4d8+16) hp 25 each (3 HD; 2d10+1d10+5)
Fort +8, Ref +3, Will +7; +4 vs. fey and plant–targeted effects Fort +5, Ref +5, Will +2
Defensive Abilities resist nature’s lure Offense
Offense Speed 30 ft.
Speed 20 ft. Melee mwk warhammer +4 (1d8+1/×3), mwk light hammer
Melee mwk scythe +3 (2d4–1/×4) +4 (1d4)
Ranged sling +5 (1d4–1) or Ranged dagger +5 (1d4+1/19–20)
magic stone sling +6 (1d6+1) Special Attacks favored enemy (humans +2)
Special Attacks destructive smite (+2, 6/day), wild shape 4 Tactics
hours/day Before Combat If the agents know the PCs are coming,
Druid Spells Prepared (CL 4th; concentration +7) they drink their potions of bull’s strength and potions
2nd—barkskin, summon swarm (2), shatterD of invisibility (not figured into their stats), draw their
1st—cure light wounds, magic stone, summon nature’s ally I (2), weapons, and hide behind the bookshelf closest to the
true strikeD fireplace to ambush the PCs.
0 (at will)—flare (DC 13), guidance, read magic, resistance During Combat The agents attack the nearest PC and
D Domain spell; Domain Destruction continue this tactic for the entire combat.
Tactics Morale The agents are idealists, but not stupid. They
Before Combat If Vermund knows the PCs are coming, surrender if reduced to 3 hit points or fewer.

14
Shades of Ice, Part II: Exiles of Winter

Statistics not survive the encounter, award each Taldor faction PC


Str 13, Dex 15, Con 10, Int 10, Wis 14, Cha 12 1 Prestige Award.
Base Atk +3; CMB +5; CMD 17
Feats Toughness, Two-Weapon Fighting, Weapon Focus Rewards: If the PCs defeat Vermund and his agents,
(warhammer), Weapon Focus (light hammer) reward each tier thusly:
Skills Climb +6, Handle Animal +6, Intimidate +6, Knowledge Tier 1–2:
(dungeoneering) +5, Knowledge (local) +5, Knowledge Give each player 253 gp.
(nature) +5, Linguistics +1, Perception +7, Survival +7 Tier 4–5:
Languages Common, Skald Give each player 647 gp.
SQ track +1, wild empathy +3
Combat Gear potion of bull’s strength, potion of invisibility; 3e. Living Quarters (CR 1 or CR 4)
Other Gear +1 studded leather, masterwork warhammer, The new door in area 3d leads into the dug-out cave the
masterwork light hammer, daggers (6) Shadow Lodge and the goblins call home. The living
quarters were expanded through the back of a room that
Biting Insects Swarm CR 1 was once a trash pit for the storage area. Now the trash
Spider swarm (Pathfinder RPG Bestiary 258) pit serves as a trap, while the cave beyond is makeshift
hp 9 sleeping quarters.
Trap: What began as a trash pit quickly became the
Development: If Vermund or any of the agents are place for Vermund to dispose of the insects from his
captured alive, they can be persuaded to tell the PCs collection that died (and since he has a lot of them,
pretty much anything they need to know. They know the many die every day). In organizing the defense of the
historian Rognvald Skagni is in area 3f, a slave among lodge after Vermund was left in charge, he turned his
the Blood Ram slaves who is about to be shipped south dead insect pit into a pit trap to catch anyone sneaking
for sale by Glorfan, the hideous mutant goblin that runs around the living quarters.
the slaving operation. The agents know the lodge was
established by Caggrigar and his allies and was run by Tier 1–2 (CR 1)
Melkorka Skur until she recently left with all of the “good
agents” to explore the Keep of the Huskarl King in the Dead Insect-Filled Pit Trap CR 1
Realm of the Mammoth Lords to the northeast. Vermund Type mechanical; Perception DC 20; Disable Device DC 20
knows that the Keep is home to an enormous clutch of Effects
recently uncovered white dragon eggs that came to light Trigger location; Reset manual
when the glacier that encased the keep for a thousand Effect 30-ft.-deep pit filled 10 feet deep with dead insects (2d6
years receded and opened it once more for exploration. falling damage); DC 20 Reflex save avoids; multiple targets
Vermund doesn’t know what the Shadow Lodge leaders (all targets in a 10-ft.-square area)
want with the white dragon eggs, but imagines it can’t Special
be good. Should the dead insects at the bottom of the pit somehow be
Mission Notes: Cheliax faction PCs can hide the letter removed, increase the damage to 3d6.
from Zarta Dralneen here. No non-Cheliax faction PCs
can see this happen, though, in order for the mission Tier 4–5 (CR 4)
to be a success. Hiding the letter without being caught
earns Cheliax faction PCs 1 Prestige Award. Dead Insect-Filled Pit Trap CR 4
Vermund knows the Shadow Lodge in Whitethrone gets Type mechanical; Perception DC 25; Disable Device DC 20
all of its supplies from an underground supplier named Effects
Grandmaster Torch in Absalom, should Qadira faction Trigger location; Reset manual
PCs ask him that question. Discovering the identity of Effect 70-ft.-deep pit filled 10 feet high with dead insects (6d6
the Shadow Lodge’s supplier earns Qadira faction PCs 1 falling damage); DC 20 Reflex save avoids; multiple targets
Prestige Award. (all targets in a 10-ft.-square area)
Taldor faction PCs will likely want to ensure that Special
Vermund dies, but only after admonishing him for the Should the dead insects at the bottom of the pit somehow be
scar he gave Vice-Duke Wardric Hammersbound in removed, increase the damage to 7d6.
the Verduran Forest—Vermund, for his part, doesn’t
remember that incident at all. If a Taldor faction PC Development: The only thing of interest here is a
reprimands Vermund and the Shadow Lodge druid does crumpled-up note from Melkorka to Vermund that reads,

15
Pathfinder Society SCENario

“Do your duty. Protect the lodge. Your insect interests hp 24 (2d10+9); fast healing 1
come second to that. —Melkorka” Fort +5, Ref +2, Will +2; +1 vs. energy drain and death effects
Mission Notes: Cheliax faction PCs can hide the letter Defensive Abilities spark of life +1
here, but must do so without non-Cheliax faction PCs Offense
seeing it. Successfully hiding the letter in secret earns Speed 30 ft.
Cheliax factions PCs 1 Prestige Award. Melee 2 claw +5 (1d4+3), bite +5 (1d6+3)
Osirion faction PCs need to climb down into the pit Tactics
and collect a sample of rare rime mold—this is a simple Before Combat If Glorfan knows the PCs are coming, he hides
task and requires only successfully descending into the with his assistant behind the boxes on the east wall, ready
pit and ascending with the sample, a DC 10 Climb check. to ambush the PCs.
Doing so earns Osirion faction PCs 1 Prestige Award. During Combat Glorfan attacks the nearest PC and does so
throughout the combat.
3f. Stores (CR 3 or CR 6) Morale His size, strength, and unnatural healing has given
This large cavern was dug out to store months of supplies, Glorfan too much confidence. He is not afraid of anything
but since the departure of Caggrigar and Melkorka, it’s and fights to the death.
been expanded considerably by the goblins to house and Statistics
store large quantities of slaves. At present, the north and Str 17, Dex 14, Con 15, Int 14, Wis 10, Cha 6
south walls are choked with slaves chained to the wall, Base Atk +2; CMB +5; CMD 17
all of them (save one) Blood Ram tribe members from the Feats Intimidating Prowess, Iron Will, Toughness
Lands of the Linnorm Kings. Famed historian Rognvald Skills Intimidate +6, Ride +11, Stealth +8, Swim +8; Racial
Skagni is also a slave here and is the southeasternmost Modifiers +4 Ride, +4 Stealth
slave. Skagni is in bad shape—he has several broken bones Languages Common, Goblin, Skald
in his fingers, which have turned purple and started to SQ Mutation
smell funny, and he’s delirious with hunger and thirst. Special Abilities
The rest of the slaves are in only slightly better condition Mutation (Ex) Glorfan’s prolonged exposure to waters of
and they are all starting to show signs of starvation. Lamashtu left him with a number of deformities. He gains
Creatures: Glorfan, a hideously mutated goblin who two claw attacks and one bite attack, fast healing 1, and
claims to be half-troll, with a half-dozen vestigial limbs, unnaturally tough skin, and is exceptionally large for a
a comically over-sized mouth, and enormous crooked goblin. As a result, his CR is 1 higher than normal.
teeth, is the leader of the band of goblins here and pays
them to help him capture and sell slaves. Glorfan grew up Glorfan’s Assistant CR 1/2
near the Frostfur Tribe’s shrine to the goblin hero-gods Goblin warrior 2 (Pathfinder RPG Bestiary 156)
Hadregash, Venkelvore, Zarongel, and Zogmugot, and NE Small humanoid (goblinoid)
often bathed and drank from the sacred fountain there. Init +6; Senses darkvision 60 ft.; Perception +1
Over time, the fell Lamashtan taint in the water deformed Defense
him into a hideous beast—even by goblin standards— AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield,
and he was exiled from the tribe. Forced to fend for +1 size)
himself, Glorfan took to slaving and quickly established hp 19 (2d10+4)
a presence among the goblin tribes and winter witches of Fort +4, Ref +2, Will –1
Irrisen. Stronger and more intelligent than the average Offense
goblin, Glorfan has been one of the few allies of his kind Speed 30 ft.
to actually contribute significantly to the success of the Melee mwk short sword +4 (1d4/19–20)
Shadow Lodge here and abroad. Ranged shortbow +5 (1d4/×3)
Tactics
Tier 1–2 (CR 3) During Combat Glorfan’s assistant attacks whomever Glorfan
is attacking.
Glorfan CR 2 Morale Glorfan’s assistant fights so long as Glorfan is
Male mutated goblin fighter (savage warrior) 2 (Advanced fighting—if Glorfan dies, the assistant drops his weapons
Player’s Guide 107, Pathfinder RPG Bestiary 156) and runs.
CE Medium humanoid (goblinoid) Statistics
Init +2; Senses darkvision 60 ft.; Perception +0 Str 10, Dex 15, Con 13, Int 10, Wis 8, Cha 7
Defense Base Atk +2; CMB +1; CMD 13
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) Feats Improved Initiative

16
Shades of Ice, Part II: Exiles of Winter

Skills Perception +1, Ride +5, Stealth +11; Racial Modifiers +4 hp 27 each (3d10+6)
Ride, +4 Stealth Fort +4, Ref +3, Will +0
Languages Goblin Offense
Other Gear leather armor, light wooden shield, masterwork Speed 30 ft.
short sword, shortbow with 20 arrows Melee mwk short sword +7 (1d4/19–20)
Ranged shortbow +6 (1d4/×3)
Tier 4–5 (CR 6) Tactics
During Combat Glorfan’s assistants attack whomever Glorfan
Glorfan CR 2 is attacking.
Male mutated goblin fighter (savage warrior) 4 (Advanced Morale Glorfan’s assistants fight so long as Glorfan is
Player’s Guide 107, Pathfinder RPG Bestiary 156) fighting—if Glorfan dies, the assistants drop their weapons
CE Medium humanoid (goblinoid) and run.
Init +2; Senses darkvision 60 ft.; Perception +0 Statistics
Defense Str 10, Dex 15, Con 13, Int 10, Wis 8, Cha 7
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural) Base Atk +3; CMB +2; CMD 14
hp 42 (4d10+16); fast healing 1 Feats Improved Initiative, Weapon Finesse
Fort +6, Ref +3, Will +3; +1 vs. energy drain and death effects Skills Perception +2, Ride +5, Stealth +12;
Defensive Abilities spark of life +1
Offense
Speed 30 ft.
Melee 2 claw +9 (1d4+4), bite +8 (1d6+4)
Tactics
Before Combat If Glorfan knows the PCs are coming, he hides
with his three assistants behind the boxes on the east wall,
ready to ambush the PCs.
During Combat Glorfan attacks the nearest PC and does so
throughout the combat.
Morale Glorfan’s size, strength, and unnatural healing
have given him too much confidence. He is not afraid of
anything and fights to the death.
Statistics
Str 18, Dex 14, Con 15, Int 14, Wis 10, Cha 6
Base Atk +4; CMB +8; CMD 21
Feats Dodge, Intimidating Prowess, Iron Will, Toughness,
Weapon Focus (claw)
Skills Intimidate +9, Ride +13, Stealth +10, Swim +11; Racial
Modifiers +4 Ride,+4 Stealth
Languages Common, Goblin, Skald
SQ armor training 1, mutation
Gear amulet of natural armor +1, 75 gp
Special Abilities
Mutation (Ex) Glorfan’s prolonged exposure to waters of Lamashtu
left him with a number of deformities. He gains two claw
attacks and one bite attack, fast healing 1, and is exceptionally
large for a goblin. As a result, his CR is 1 higher than normal.

Glorfan’s Assistants (3) CR 1


Goblin warrior 3 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +2
Defense
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield,
+1 size)
Glorfan

17
Pathfinder Society SCENario

Racial Modifiers +4 Ride, +4 Stealth his secret is that he barely feeds them and hardly lets
Languages Goblin them rest as he and his goblins race them south over
Gear leather armor, light wooden shield, masterwork short land and by boat. He takes large quantities of slaves
sword, shortbow with 20 arrows and is unconcerned if several die along the way. Qadira
faction PCs can learn this by interrogating Glorfan or
Development: Glorfan and his assistant don’t know his assistants. Obtaining this information earns Qadira
what is behind the door to the west as they were expressly faction PCs 1 Prestige Award.
forbidden to go in there and the one goblin who did so
didn’t come back. Freeing the slaves here will provide a Rewards: If the PCs defeat Glorfan and his assistant(s)
small challenge for the PCs as most of them aren’t fit for and find the treasure trove, reward each tier thusly:
travel and they’re slaves from the Lands of the Linnorm Tier 1–2:
Kings. The PCs could masquerade as slavers to escort the Give each player 72 gp.
Blood Ram tribe out of the city, but their quest points east Tier 4–5:
and the best the PCs can do for the Blood Ram tribe is free Give each player 385 gp.
them, get them out of the city, and send them on their
way. Rognvald Skagni is thrilled to be rescued by the PCs, 3g. Freezing Antechamber
even more thrilled to receive his chest (should the PCs (CR 3 or CR 6)
still have it), and appreciative that the PCs defeated the
man and woman who took him and sold him into slavery
(see Written in Blood). Skagni knows all about the Shadow Upon opening the door, the blast of cold from the room
Lodge mission to the Keep of the Huskarl King and he beyond is sharp and shocking. The room seems dimly lit by
urges the PCs to go after them and stop them. Should a soft blue light and the floor twinkles as though wet. In the
the Lodge get the weapon hidden there, they might cause west wall stands a tall, slim door made of a dark, bluish metal
serious problems for the Pathfinder Society and among and carved with hundreds of runes and sigils. Looking up, the
the nations of the north. Though he doesn’t know exactly room disappears into a cold, cloudy haze.
what the “weapon” is, Skagni has read of its abundant
power in ancient verbal tales passed down in the northern The floor here is covered with slippery ice. It costs 2
tribes of the Realm of the Mammoth Lords and knows squares of movement to enter a square covered by ice,
that it’s something to be feared. The old historian studied and the DC of Acrobatics checks on ice increases by 5.
the keep for many years and can provide the PCs with a A DC 10 Acrobatics check is required to run or charge
map to its location. across an ice sheet. The ceiling is 30 feet high, though
Treasure: A small, unlocked wooden chest sits in the the last 10 feet are concealed by a natural cold mist that
northeast corner behind the supply boxes. Inside are five mimics an obscuring mist spell. The door in the west
potions of cure light wounds, a wand of cure light wounds with wall is constructed of cold iron and radiates strong
seven remaining charges, and a scroll of flaming sphere. enchantment and transmutation magic. No matter what
Mission Notes: Andoran faction PCs need to ensure the PCs attempt, the door will not open and no one can
that Glorfan and his assistants all die and that all of the move beyond it, not even magically. The caverns beyond
Blood Ram slaves present here survive. If all the slaves are outside the scope of this adventure.
survive, each Andoran faction PCs earns 1 Prestige Award. Creatures: This room’s guardian is Aralantryx, a
Likewise, if Glorfan and his assistants are all killed, wyrmling (Tier 1–2) or young (Tier 4–5) white dragon.
Andoran faction PCs earn 1 Prestige Award. Though the PCs can’t see it or detect it, the dragon is
Cheliax faction PCs can hide the letter here, but again bound here by powerful magic and cannot leave the room
must do so without catching the notice of any non-Cheliax under any circumstances. Her presence here may serve
faction PCs. Successfully hiding the letter without being to hint at what intentions the Shadow Lodge has for the
seen earns Cheliax faction PCs 1 Prestige Award. white dragons in the Keep of the Huskarl King.
Qadira faction PCs who examine the boxes and
barrels of supplies can make a DC 20 Knowledge (local) Tier 1–2 (CR 3)
check—success means they know the trademarks on the
boxes belong to none other than Grandmaster Torch in Aralantryx CR 3
Absalom. Identifying Grandmaster Torch’s involvement Female advanced wyrmling white dragon (Pathfinder RPG
in the Shadow Lodge earns Qadira faction PCs 1 Prestige Bestiary 100, 294)
Award. Qadira faction PCs also need to learn how Glorfan CE Tiny dragon (cold)
gets his slaves so quickly to market in the Inner Sea— Init +9; Senses darkvision 60 ft., low-light vision; Perception +9

18
Shades of Ice, Part II: Exiles of Winter

Defense belonging to their faction, Cheliax faction PCs earn 1


AC 21, touch 17, flat-footed 16 (+5 Dex, +4 natural, +2 size) Prestige Award for putting the letter here.
hp 28 (3d12+9) Osirion faction PCs need one of the two tips from
Fort +6, Ref +8, Will +4 the white dragon’s wings. Acquiring an undamaged one
Immune cold, dragon traits, paralysis, sleep requires a DC 15 Heal check and, if successful, earns a
Weaknesses fire member of the Osirion faction 1 Prestige Award.
Offense
Speed 30 ft., burrow 30 ft., fly 100 ft. (average), swim 60 ft. Conclusion
Melee bite +7 (1d4+2), 2 claws +7 (1d3+2)
Space 2.5 ft.; Reach 0 ft. Along with Rognvald Skagni’s knowledge of the Keep
Special Attacks breath weapon (15-ft. cone, 2d4 cold, Reflex of the Huskarl King, the PCs can thoroughly search
DC 14 half, usable every1d4 rounds) the underground areas of the lodge to find a series of
Tactics journals and letters detailing Caggrigar’s journey to the
Before Combat Aralantryx sits on a perch in the mists above Worldwound with an elite team of Shadow Lodge agents;
the cold iron door. that the lodge left Vermund in charge after Melkorka Skur
During Combat The moment the PCs enter, Aralantryx shrieks took the remaining reliable agents and set out for the
in anger, swoops down, and blasts the PCs with its breath Keep of the Huskarl King; and a single, unfinished letter
weapon. After that, she attacks the most convenient target. from Caggrigar to someone named “the Spider” in Almas
Morale Aralantryx cannot leave the room but fights to the that talks about the “great power” contained within the
death as long as any PCs remain within her icy lair. keep that the Shadow Lodge could “harness and train” to
Statistics take down the Grand Lodge in Absalom once and for all.
Str 15, Dex 20, Con 17, Int 10, Wis 13, Cha 10 The end of the unfinished letter mentions the failure of
Base Atk +3; CMB +6; CMD 18 “our illustrious leader” and hints at support should the
Feats Alertness, Improved Initiative Spider wish to usurp control of the lodge entirely.
Skills Climb +8, Fly +15, Intimidate +6, Perception +9, Sense
Motive +3, Stealth +19, Swim +16 Faction Missions
Languages Draconic Andoran Faction: Andoran faction PCs who ensure all of
SQ icewalking the Blood Ram slaves survive the scenario earn 1 Prestige
Special Abilities Award. Andoran faction PCs who also kill all of the goblin
Icewalking (Ex) This ability works like the spider climb spell, but slavers and their mutated leader Glorfan earn 1 bonus
the surfaces the dragon climbs must be Prestige Award.
Cheliax Faction: Cheliax faction PCs who use Zarta
Tier 4–5 (CR 6) Dralneen’s powder to build a summoning circle
somewhere in Whitethrone earn 1 Prestige Award. Cheliax
Aralantryx CR 6 faction PCs who also hide Zarta’s letter somewhere in
Young white dragon (Pathfinder RPG Bestiary 100) the lower level of the lodge without being seen by non-
hp 66 Cheliax faction PCs earn 1 bonus Prestige Award.
Tactics Osirion Faction: Osirion faction PCs who find the
Before Combat Aralantryx sits on a perch in the mists above sample of rare rime mold in the bottom of Vermund’s dead
the cold iron door. insect pit earn 1 Prestige Award. Osirion faction PCs who
During Combat The moment the PCs enter, Aralantryx shrieks also bring back one flawless white dragon scale from the
in anger, swoops down, and blasts the PCs with her breath tip of the Aralantryx’s wing earn 1 bonus Prestige Award.
weapon. After that, she attacks the most convenient target. Qadira Faction: Qadira faction PCs who uncover the
Morale Aralantryx cannot leave the room but fights to the source of the Whitethrone Shadow Lodge’s supplies earn
death as long as any PCs remain within her icy lair. 1 Prestige Award. Qadira faction PCs who also discover
exactly how Glorfan shipped his slaves south to the Inner
Development: Anyone who makes a successful DC Sea earn 1 bonus Prestige Award.
15 Knowledge (arcana) check can determine that the Taldor Faction: Taldor faction PCs who acquire a
cold iron door is warded by powerful and rare magic badge of office from a member of Whitethrone’s Iron
only used to hide the most dangerous of monsters Guard earn 1 Prestige Award. Taldor faction PCs who also
or artifacts. remind Vermund of the terrible horrors he visited upon
Mission Notes: Cheliax faction PCs can hide the letter Taldan noble Vice-Duke Wardric Hammersbound before
here; as long as they are not seen doing so by anyone not the blight druid dies earn 1 bonus Prestige Award.

19
Pathfinder Society SCENario

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b) “Derivative Material”
means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other
Scenario 2–17: form in which an existing work may be recast, transformed or adapted; (c)
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
Shades of Ice, Part II: Exiles of Winter display, transmit or otherwise distribute; (d) “Open Game Content” means the
game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any work covered by
Event Date this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks including trade
GM # GM Name dress; artifacts, creatures, characters, stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
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- abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
Character # Prestige Points other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open
Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the
Character Name Andoran Cheliax Taldor associated products contributed to the Open Game License by the Contributor
Osirion Qadira (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
- a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
Character # Prestige Points that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate
Character Name Andoran Cheliax Taldor Your acceptance of the terms of this License.
Osirion Qadira 4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
- material as Open Game Content, You represent that Your Contributions are
Character # Your original creation and/or You have sufficient rights to grant the rights
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6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
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Character Name Andoran Cheliax Taldor must add the title, the copyright date, and the copyright holder’s name to the
Osirion Qadira COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
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- Product Identity. You agree not to indicate compatibility or co-adaptability with
Character # any Trademark or Registered Trademark in conjunction with a work containing
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of any Product Identity in Open Game Content does not constitute a challenge
Character Name Andoran Cheliax Taldor to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to
Osirion Qadira that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Content.
- 9. Updating the License: Wizards or its designated Agents may publish
Character # Prestige Points updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
Character Name Andoran Cheliax Taldor copy of the Open Game Content You distribute.
Osirion Qadira 11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
- terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Character # Prestige Points Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of
Character Name Andoran Cheliax Taldor this License.
Osirion Qadira 14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc;
Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E.
Gary Gygax and Dave Arneson.
Pathfinder Society Scenario 2–17: Shades of Ice, Part II: Exiles of Winter.
Copyright 2011, Paizo Publishing, LLC; Author: Joshua J. Frost.

20
Shades of Ice, Part II: Exiles of Winter

Andoran Faction Handout

Champion of Freedom,
I hope this letter reaches you in time. Word of your exploits in Trollheim traveled on fast hooves and reached
me just this morning. I am obviously concerned that an entire tribe of people, no matter how barbaric they may
be, were taken as slaves in the Lands of the Linnorm Kings and shipped to Whitethrone for sale. Should you
find the Blood Ram tribe, ensure that they are all safe and free. We must strike a blow at Irrisen’s immoral
slave trade by convincing them that taking slaves from her neighboring countries has no profit in it.
It should go without saying that slavery and those who perpetrate it have no place in a civilized world. Kill
those who would dare enslave free peoples and leave their bodies behind as a message that the profession of
slaver in Irrisen is no longer a safe line of work.
For Andoran,
Captain Colson Maldris

Cheliax Faction Handout

Tender Flesh Puppet,


The fact that your time in the north has been extended by the trifle disappearance of one
historian has caused me such grief that I ordered a dozen of my slaves whipped so that I
might feel your displeasure.
No matter, your time there shall serve some purpose nonetheless. Enclosed with this
missive are a vial of red powder and a series of instructions for its use. Once you’ve gained
access to the city of Whitethrone, find a quiet place and pour the powder on the ground
exactly as the directions detail. Unless you wish to feel excruciating pain, do not allow
any of the powder to touch your skin.
You should also find enclosed with this missive a second letter, this one sealed by my
hand and stamped with my seal. If you are able to find this Shadow Lodge in Irrisen’s
capital, it might give us the opportunity to extend an offer from Cheliax to the heads of
the Shadow Lodge. Once you’re done with your mission there, hide the letter somewhere
the Shadow Lodge fools sleep or work so that it may be found.
My Whip Awaits,

Paracountess Zarta Dralneen

21
Pathfinder Society SCENario
Osirion Faction Handout

Hero of t he Ruby Prince,


T he serendipitous news t hat your journey is to take you to Irrisen is too good to fully comprehend. Since I had
you collect one part of t he concoct ion I’m brewing, I shall have you gat her t he second. T here is a rare mold
in t he nort h called rime mold t hat only grows in icy condit ions on rot t ing t hings. As t hings don’t often rot in t he
cold, t he mold is usually restricted to warm garbage pits such as in an inn or beneat h a cast le. Should you find
such a pit, dig t hrough it and find t he mold—it ’s white wit h hints of blue and glows faint ly in t he dark. Should your
journey in t he nort h next send you t he Realm of t he Mammot h Lords—no, t he t hought is too excit ing to finish.
On a more serious note, my eyes and ears in Irrisen tell me t he Shadow Lodge may be dealing or at tempt ing
to deal in t he sale of wyrmling white dragons. If t his is true, I need a specific piece of a white dragon to finish a rare
poult ice for t he Ruby Prince’s perpetually burned and cracked feet. A single t ip of a white dragon’s wing should suffice,
t hough do be careful removing it as once damaged it becomes wort hless for my recipe. You’ll need to send it t hrough
my envoy in Whitet hrone wit hin t he next few days—after t hat I’ll have anot her source for it and won’t need yours.
F or Our Ancestors,

Otoneraphim, Humble Scribe of t he Ruby Prince

Qadira Faction Handout


Loyal Servant of the Satrap,
I admit the idea of you traveling on into Whitethrone will benefit our cause
greatly, though I must strenuously advise caution and stealth while lingering in
the realm of Baba Yaga’s daughters. Merchants are regarded as less than most
monsters and must step carefully.
My warning established, take care to observe these Shadow Lodge fellows in
Whitethrone. I would know from where they garner their everyday staples and
supplies. They can’t be buying them locally as the fare is grim and mundane—no,
they must be trading with someone farther south, perhaps one of our own pashas,
to acquire their Inner Sea tastes. Any evidence of this line of trade would help me
a great deal.
My second task for you is a sensitive one—I have… information about the
Whitethrone Shadow Lodge already. Specifically, that a bizarre creature named
Glorfan works out of their halls and commands a small retinue of goblins in the
shipping and receiving of slaves. What I’m most curious about is how Glorfan gets
his slaves south so quickly—it’s almost as though someone possessing extensive
magical prowess is teleporting his slaves into the markets surrounding the Inner
Sea, though I have a hard time believing a simple slaver in Whitethrone has those
sorts of resources. Find out how he does it and your reward will be the continued
market domination of our brothers and sisters in coin.
Sincerely,
Pasha Muhlia Al-Jakri x

22
Shades of Ice, Part II: Exiles of Winter

Taldor Faction Handout

Exalted Champion of the Grand Prince,


What a delightful opportunity your presence in Whitethrone presents
for me! There is to be a north-themed ball at the Grand Prince’s palace
in Oppara this coming winter, and were I to dress as a member of the Witch Queen’s
own Iron Guard, I would be the talk of the party! Do whatever it takes—I don’t care
what—but return to me with a badge of office of the Iron Guard. It should go without
saying that the higher the rank, the more praise I will heap on you in my stories of
your grand bravery in Baba Yaga’s lair.
On a more serious note, I understand the Shadow Lodge fools recruited that reckless
tree-hugger Vermund into their ranks in Whitethrone. Damn that fool druid and
his pathetic crusade against humanity and all who even cut a branch off a precious
oak! Before he joined the Society, he was nature’s avenging demon in the Verduran
Forest and he once slew the bodyguard of Vice-Duke Wardric Hammersbound,
a cousin of some sort to the Grand Prince himself. In the scuffle, that smelly ruffian
left a small cut on the vice-duke’s cheek, a shame he has only recently recovered from.
When you slay the idiot Vermund, remind him of the horrors he rained down on the
vice-duke in the Verduran Forest and let his ears’ last listen be that of your laughter
as he dies knowing Vice-Duke Wardric Hammersbound has had his revenge!
For Taldor!
Baron Jacquo Dalsine

23
Scenario 2–17
Scenario Chronicle #

Shades of Ice, Part II: Exiles of Winter TIER


1–2 503

MAX GOLD
This Chronicle Certifies That TIER

TIER
4–5 1,872
TIER

A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE

Has Completed This Scenario.


Starting XP
Items Found During This Scenario
+1 XP
TIER

all Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and
gained special insight into how to kill others of her kind. You may add an extra 1d6 points
of damage to a single damage roll made against a true dragon at any time in the future. This Final XP Total
damage stacks with other bonus damage such as sneak attack and is not multiplied on a
critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet. Prestige Award

TIER Scroll of flaming sphere (150 gp) Starting PA


1–2 Wand of cure light wounds (CL 1st, 7 charges; 105 gp; limit 1)
GM’s
Initial

PA Gained (GM ONLY)

Final PA Total
TIER Amulet of natural armor +1 (2,000 gp)
4–5 Feather token, whip (500 gp) GOLD
Potion of bull’s strength (300 gp)
Potion of cure moderate wounds (300 gp)
Potion of invisibility (300 gp) Start GP
GM’s
Initial
+
GP Gained (GM ONLY)

+
Items Sold

=
Subtotal

-
Items Bought
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal

-
Gold Spent
=
TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT
Add 1/2 this value to the “Items Sold” Box Subtotal

For GM Only

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

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