S02-17 Shades of Ice-Part II Exiles of Winter (1-5)
S02-17 Shades of Ice-Part II Exiles of Winter (1-5)
S02-17 Shades of Ice-Part II Exiles of Winter (1-5)
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
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.
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.
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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
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X The Howlings
(Act 4)
The Merchants’
Quarter
(Act 2) X X Market Square
(Act 1)
X Aunt Marny’s
Bitter Brew
(Act 3)
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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)
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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
3c
3b 3a
3e
3d
3f
3g
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Shades of Ice, Part II: Exiles of Winter
11
Pathfinder Society SCENario
12
Shades of Ice, Part II: Exiles of Winter
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Pathfinder Society SCENario
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Shades of Ice, Part II: Exiles of Winter
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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
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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.
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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
19
Pathfinder Society SCENario
20
Shades of Ice, Part II: Exiles of Winter
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
21
Pathfinder Society SCENario
Osirion Faction Handout
22
Shades of Ice, Part II: Exiles of Winter
23
Scenario 2–17
Scenario Chronicle #
MAX GOLD
This Chronicle Certifies That TIER
TIER
4–5 1,872
TIER
—
A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
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
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