TEXT: Shades of Ice, Part III:  
  Keep of the Huscarl King
  By Jesse Benner
  A PAthfinder Society ScenArio for tier 1–5
  ™
  
  ®
  ™
  ShadeS of Ice, Part III: 
  KeeP of the huScarl KIng
  Pathfinder Society Scenario 2–19
  Design: Jesse Benner
  Development: Mark Moreland
  Editing: Judy Bauer
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: John Stanko
  Cartographer: Corey Macourek
  Editorial Intern: Michael Kenway
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Director of Sales: Pierce Watters
  Finance Manager: Chris Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Manager: Hyrum Savage
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder RPG Bestiary,  
  Pathfinder RPG Bestiary 2, 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 2–19: Shades of Ice, Part III: Keep of the Huscarl King 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 24 of this product.
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  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.
  
  3
  Where On GOlariOn?
  Keep of the Huscarl King takes place within the Realm of 
  the Mammoth Lords in north-central Avistan. Known 
  for its vast, lifeless tundra, racing ice floes, and crushing 
  blizzards, the Realm of the Mammoth Lords challenges the 
  will to survive of every creature that visits or dwells here. 
  However, the climate is not the only thing that is frozen, for 
  within this massive frontier roam creatures thought lost to 
  the passage of time. Alongside the mammoths that give 
  the land its name, saber-toothed cats hunt and prehistoric 
  sloths the size of ogres browse. Meanwhile, underground 
  pockets of tropical heat vent into verdant and secluded 
  canyons where dinosaurs still walk. 
  Most humans here are Kellids, living in scattered tribes. 
  Clad in furs and feathers, these fractious clans seem primitive 
  to foreigners, but their knowledge of survival in such a harsh 
  environment quickly earns them the respect of outsiders. 
  Although the PCs have likely outfitted themselves for the 
  cold to have made it this far, players beginning with this 
  scenario should understand the constant threat of frostbite, 
  hypothermia, and exposure posed by this region. For more 
  information on the Realm of the Mammoth Lords, see 
  Pathfinder Campaign Setting: The Inner Sea World Guide, 
  in book stores and hobby stores everywhere and online  
  at paizo.com.
  Tusk 
  Mou
  nTains
  Realm 
  of the 
  Mammoth Lords
  Irrisen
  Ranulf’s 
  Keep
  •
  F
  ive centuries ago, Ranulf the Hammerhand was the 
  fiercest and most skilled bodyguard in the Emperor of 
  Taldor’s retinue. One of the most renowned members of 
  the legendary Ulfen Guard, the great warrior, or huscarl as 
  they are known in Taldor and the frozen North, protected 
  his liege until the Emperor’s peaceful passing into the 
  Beyond. As was customary, the end of Ranulf’s service 
  allowed him to carry off as much from the emperor’s 
  treasury as he could lift. Thus he departed Taldor with 
  enough wealth to carve his own kingdom out of any corner 
  of Golarion.
  Ranulf set his eyes on the north, but knew that with 
  his younger years gone he had little hope of slaying the 
  linnorm, a necessary act if he wished to proclaim himself 
  a king in the lands of his birth. Thus he traveled into the 
  Realm of the Mammoth Lords to build his keep and from 
  it, his kingdom. 
  Ranulf the Huscarl King, as he called himself, loved his 
  new home, and welcomed the native Kellids to his court as 
  guests. Some of the Ulfen in his house even married and 
  mixed blood with the native tribespeople.
  Fate, however, had a sense of irony, for the Ulfen king 
  who had balked at fighting a linnorm had erected his keep 
  over a breeding ground for white dragons.
  Within 3 years of the keep’s completion, many of the 
  eggs had hatched, and some of the infant dragons had 
  managed to make their way into Ranulf’s castle. Stalwart 
  and stubborn, Ranulf held his ground for 2 years, thinking 
  that the dragons’ youth kept them from being a true threat, 
  and that eventually, he and his warriors would drive the 
  creatures out. But when a great matriarch of the white 
  dragons returned to tend her brood, she broke through 
  the floor of Ranulf’s keep, intent on slaying every living 
  thing within.
  In his youth, Ranulf had felled a great fire giant warrior 
  named Jedrek. The Huscarl King had taken a portion of 
  Jedrek’s shattered weapon and had it crafted with the giant’s 
  blood into a mighty greataxe. Known as Jedrek’s Shard, this 
  flaming weapon would be deadly in the hands of almost 
  anyone, but in the Huscarl King’s hands, its power was 
  monstrous. With it the stalwart Ulfen slew the white dragon, 
  cleansing the lands around his tower once and for all. 
  ShadeS of Ice, Part III: 
  KeeP of the huScarl KIng
  By JeSSe Benner
  Ranulf rebuilt his home, feeling it his duty to watch 
  over the site in case other wyrms tried to use it as a 
  breeding ground. But after 3 decades, the Huscarl King 
  
  The ShadeS Of ice SerieS
  Keep of the Huscarl King is the third and final chapter of the 
  Shades of Ice adventure arc, set in Avistan’s frigid northern 
  reaches. All three parts are designed for Tier 1–5, and are 
  intended to be played in order. As such, this scenario 
  assumes the PCs played through the first part, Written 
  in Blood, as well as its sequel, Exiles of Winter. For those 
  PCs who did not play Exiles of Winter, assume they met the 
  others in Whitethrone and decided to join them on their 
  journey into the Lands of the Linnorm Kings to catch the 
  Shadow Lodge agents and prevent them from retrieving 
  the legendary weapon they seek. PCs who played Exiles of 
  Winter likely possess a map drawn by the Pathfinder sage 
  Rognvald Skagni—a map that shows the overland route to 
  the lost Keep of the Huscarl King where the Shadow Lodge 
  agents are believed to be headed.
  PAthfinder Society ScenArio
  4
  reached the end of his life, and did so with no heir. As 
  proud as he was strong, Ranulf felt that no one else could 
  steward his charge and, at the hour of his death, bade his 
  followers to empty the keep and to bring the mountain 
  down on top of it. Thus, Ranulf’s castle became his tomb, 
  and although his servants were granted leave to take 
  whatever wealth with them they desired, Jedrek’s Shard 
  was buried with Ranulf.
  And there, entombed beneath the ice and stone of the 
  mountainside, it has rested for 5 centuries.
  Although Ranulf hoped that burying his keep would 
  be enough to protect both the knowledge of the breeding 
  ground and his precious weapon from the hands of 
  others, he charged his Kellid followers with a sacred 
  duty to watch over his tomb and the lands around for 
  any seeking to steal Jedrek’s Shard. The Kellids agreed, 
  and in honor of their king, they painted their faces white, 
  an homage to Ranulf’s battle with the white wyrm, 
  wherein his very beard was frozen before he struck the 
  creature down. In generations since, this tradition has 
  persevered, and the natives of this region are called the 
  Snowmask Clan.
  The 
  Shadow 
  Lodge 
  agents 
  headquartered 
  in 
  Whitethrone in icy Irrisen learned of the great weapon 
  buried beneath the snows in Ranulf’s keep, and one of 
  the Lodge’s senior members, a woman named Melkorka 
  Skur, struck out with a team of fellow agents to retrieve 
  the fabled item. All along the trail from Whitethrone, the 
  Snowmask barbarians have harried their progress, but 
  Melkorka is resolute and draws ever closer to reaching 
  the buried keep and bringing the power of Jedrek’s Shard 
  into the Shadow Lodge’s arsenal.
  When a team of Pathfinders sacked the nearly-
  abandoned Shadow Lodge base in Whitethrone, they 
  rescued the wise scholar Rognvald Skagni, expert on 
  the nations of northern Avistan. When presented with 
  evidence of Melkorka’s mission into the Realm of the 
  Mammoth Lords, he urged his rescuers to pursue her 
  and keep the legendary weapon she seeks out of the 
  Shadow Lodge’s grasp. Knowing that the Shadow Lodge 
  agents had a head start, the sage provided specific 
  directions to the resting place of Ranulf the Huscarl 
  King and of the greataxe said to slumber with his bones 
  to help the Pathfinders catch up to their foes, but there 
  is little time to waste.
  Summary
  The PCs follow Melkorka Skur and her remaining allies 
  out of Irrisen and into the Realm of the Mammoth Lords, 
  trying to stop her before she reaches the ruined tower 
  of the Huscarl King Ranulf. Almost immediately upon 
  entering the new realm, they find evidence of a fierce 
  battle that left many of Skur’s Shadow Lodge members 
  dead, along with the bodies of strange Kellid barbarians 
  known as the Snowmask Clan because of their white-
  painted faces. As the PCs continue across the tundra, the 
  warriors of the Snowmask Clan hunt them for intruding 
  upon their territory.
  After beating back a Kellid assault, the PCs must survive 
  a blizzard, forcing them to shelter in a cave adorned 
  with strange paintings hinting at the Snowmask Clan’s 
  mysterious origin and secret purpose. This cave also 
  throws the PCs up against some of the realm’s dinosaur 
  inhabitants, which have been trapped within.
  As the PCs make their final push to reach the keep 
  before the Shadow Lodge agents do, the Snowmask Clan 
  corrals the Pathfinders into a canyon and unleashes 
  a stampede of local megafauna to crush them in the 
  inescapable ravine. After surviving the assault, the PCs 
  face off once more against their mysterious attackers, 
  though this time the Kellids signal for truce.
  At this point, the PCs must use oration and diplomacy 
  to tell the story of their trek across the frozen north. In 
  return they learn the full story of King Ranulf and the 
  Kellid descendants of his allies, charged at the time of 
  Ranulf’s death with keeping his axe and the location of 
  his tomb secret from would-be plunderers. Depending on 
  how the PCs’ treatment of the other Kellids that they’ve 
  encountered up to this point, the Snowmask Clan may 
  even be willing to ally with the PCs in order to stop the 
  Shadow Lodge.
  The PCs reach the Keep of the Huscarl King just 
  as Melkorka Skur and her remaining agents emerge 
  carrying Jedrek’s Shard. Melkorka looks to wield it against 
  the PCs, as her first step in rebuilding the Shadow Lodge 
  of the north. The PCs must confront Melkorka and her 
  new weapon to end her threat once and for all.
  
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  5
  Knowledge (local)
  Knowledge (local) can be used to research the Kellids.
  10+ The denizens of the Realm of the Mammoth lords 
  are Kellids, considered primitive by many in the Inner 
  Sea, but respected for their hardiness.
  15+ The PCs’ route goes through the domain of a Kellid 
  tribe called the Snowmask Clan. Unlike many of the other 
  migratory Kellid tribes, this clan has never abandoned its 
  territory.
  20+ The Kellids of the Snowmask Clan are cunning 
  warriors, favoring ambush whenever possible. Their 
  familiarity with the region allows them to use terrain 
  and natural features to their advantage. 
  25+ Among the Kellid tribes of the Realm of the 
  Mammoth Lords, the Snowmask Clan is known for 
  members’ appreciation of great stories. One of their 
  hospitality rituals is sharing tales with any who would be 
  their guests. Failing to participate in this custom is a grave 
  offense. Additionally, they rely on cave paintings to record 
  the history of their tribe.
  In addition to gaining this knowledge, PCs who make 
  a DC 25 check also receive the option of buying a scroll 
  that provides translations to some of the more commonly 
  used symbols and motifs among the Snowmask Clan. 
  Scrawled onto the inner side of a long strip of mammoth 
  pelt, this translation device costs 5 gp. While it may help in 
  translating Kellid pictograms, it does not help a character 
  speak or understand Hallit, the language of the Kellids.
  Knowledge (history)
  Knowledge (history) can be used to research the history of 
  Ranulf the Huscarl King and his domain.
  10+ An Ulfen warrior once carved out a small 
  “kingdom” for himself in the western regions of the 
  Realm of the Mammoth Lords, earning loyalty from local 
  Kellid tribes. 
  15+ The Ulfen warrior Ranulf was known as the Huscarl 
  King, as he had once served as one of the Emperor of 
  Taldor’s personal guards. After he established his keep, it 
  was attacked by a powerful white dragon who the Huscarl 
  defeated in a battle so fierce that legends claim Ranulf’s 
  beard was frozen during the fight. Despite ruling for 
  almost 30 years after the battle, Ranulf died with no heir.
  20+ Ranulf was known for his flaming greataxe, Jedrek’s 
  Shard. Rumors persist that it was buried with him at his 
  death when his Kellid followers caused an avalanche 
  to cover the keep under a mountain of ice, rock, and 
  snow, but the retreat of a glacier has now made the 
  tomb accessible again for those brave enough to venture 
  through Snowmask territory. 
  25+ While most assume that Ranulf’s decision to 
  collapse the keep atop his grave was an egotistical plan 
  to keep his fabled weapon out of the hands of others, 
  GettinG Started
  Before beginning the session, make sure all players are up 
  to speed on the story so far. The adventure assumes all PCs 
  have played through both preceding chapters of the Shades 
  of Ice arc and that they are familiar with the situation. Any 
  players who have yet to play either of the previous parts 
  need only know that they are in the Realm of the Mammoth 
  Lords, and that they have been given a map by a Pathfinder 
  sage named Rognvald Skagni, and a charge to stop the 
  Shadow Lodge from reaching a powerful weapon. Those 
  who have played Exiles of Winter should already be familiar 
  with this adventure hook, but may need some reminding.
  Once all players are on the same page, read the following 
  to get the adventure underway:
  The Ulfen have a saying: “No blade is as sharp, no demon as 
  cruel as the winds that walk their way down the Icestair.” At the 
  border of Irrisen and the untamed wilds of the Realm of the 
  Mammoth Lords, the meaning of those words becomes clear as 
  the barren, snow-covered plains stretch to the horizon.
  Four days’ travel now lies between the eastern edge of 
  Irrisen and the shattered remains of the Huscarl King’s keep. 
  To the east, sinuous snow drifts give way to rocky foothills from 
  which pines and scrub brushes claw for life. In the distance, the 
  massive creatures that give this land its name shuffle along at 
  a ponderous speed, still impossibly huge even from far away. 
  Skagni’s map marks a clear and straightforward path, but the 
  snow makes for slow travel. The Shadow Lodge agents have a 
  head start, but persistence through the harsh environment and 
  adherence to the strict map may yet make it possible to catch 
  them before they reach the Keep of the Huscarl King and gain 
  access to the mighty weapon held within.
  If PCs have played through previous chapters of the 
  Shades of Ice adventure arc, they likely have appropriate 
  cold weather gear and are familiar with the harsh weather 
  conditions in the northern nations of Avistan. The average 
  daytime temperature in The Realm of the Mammoth 
  Lords during this adventure is just below freezing, and 
  the average nighttime temperature hovers around –10 
  degrees Fahrenheit. Most of the encounters during this 
  scenario take place outside, so the PCs must be prepared 
  to face the elements (and GMs might want to brush up 
  on the cold weather rules on pages 438 and 442 of the 
  Pathfinder RPG Core Rulebook). Although Melkorka Skur’s 
  head start creates a sense of urgency for the PCs, they 
  should be allowed to purchase anything they need for the 
  coming journey in Whitethrone.
  Before the PCs set out on the adventure, allow them 
  Knowledge (local) and Knowledge (history) checks to 
  represent what information they may have gleaned from 
  Whitethrone’s populace or Rognvald Skagni regarding 
  their upcoming mission.
  
  The Realm of the Mammoth Lords
  • Icestair
  A
  B
  C
  E
  F
  D
  to Whitethrone
  miles
  0
  60
  30
  L
  it
  tl
  e 
  Tu
  s
  k
  Tu
  sk
   M
  ou
  nt
  ai
  n
  s
  X
  X
  X
  X
  X
  X
  N
  PAthfinder Society ScenArio
  6
  some sages whisper that Ranulf’s reign was also a vigil. 
  The great Ulfen’s keep was meant to protect not only his 
  land, but all of the north from something that once dwelt 
  deep beneath his castle; the avalanche that buried him 
  and Jedrek’s Shard was also meant to stop others from 
  exploring what lies beneath.
  act 1: trail SiGnS
  The PCs make their way across foothills and open swaths 
  of tundra for the early part of the first day’s journey. The 
  megafauna that give this land its name—giant sloths, 
  massive elk, and woolly mammoths—do not approach 
  the PCs’ trail closely enough to force an encounter, but 
  their presence should provide a constant backdrop for 
  the adventure.
  Just after noon, the trail leads through a patch of dense 
  evergreens that end atop a low hill. On the ground below, 
  the evidence of battle is immediately apparent.
  A. The Skirmish’s Dead (CR 2 or CR 5)
  The thick cluster of pine trees ends abruptly at the top of a 
  low hill. At the bottom, the snow is littered with the aftermath 
  of battle. Broken shields and spears jut from the snow like 
  fractured bones, and blood colors the ground around a sprawl 
  of bodies, many still seemingly locked in combat. 
  If inspected, the corpses number 10 in all, and are of 
  two distinct groups. Five are native Kellids who carried 
  axes and wooden shields. The lower half of each Kellid 
  warrior’s face is painted white in a haphazard sprawl of 
  color from the upper lip to just above the larynx. A DC 
  20 Knowledge (local) check reveals these warriors to be 
  members of the Snowmask Clan, a fearsome group of 
  barbarians known for protecting this region of the Realm 
  of the Mammoth Lords from all outsiders.
  The other combatants wear more “civilized” clothes, 
  including heavy winter coats. These non-Kellid dead have 
  been stripped of their weapons and any other valuables, 
  leaving them in only their clothes and padded armor. 
  A DC 15 Heal check reveals that one of the Kellids is 
  still alive, but barely (he’s stabilized at –9 hit points and 
  has a Constitution score of 12). If healed, he can tell the 
  PCs something about what happened—if the Pathfinders 
  can overcome the language barrier.
  Any PC who succeeds at a DC 15 Survival check locates 
  a series of boot-shod footprints leading off in the same 
  direction the PCs are headed, followed by the more 
  crudely-shod prints of another set of humanoids that 
  
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  7
  Each of the five Shadow Lodge agents has a set of padded 
  armor and a cold-weather outfit. Each of the Snowmask 
  Clan warriors has a battleaxe, 3 javelins, leather armor, a 
  heavy wooden shield.
  Development: If the PCs heal the surviving Kellid 
  warrior, they can find out more about the battle, but he 
  only speaks Hallit, which may present an issue for parties 
  unversed in that language or unable to cast spells such as 
  comprehend languages. The Kellid warrior’s starting attitude 
  is unfriendly toward any foreigners traveling this route, 
  but if the PCs heal his wounds first, his attitude shifts to 
  indifferent. If his attitude is made friendly, the warrior 
  will tell the PCs that there were other “defilers”—as the 
  Kellids refers to all that enter this region unbidden—and 
  that the battle took place almost an entire day ago. 
  As soon as possible, the Kellid flees, heading east, away 
  from the route outlined on Skagni’s map. 
  Mission Notes: Andoran faction PCs need to heal the 
  dying Kellid and allow him to go free. If they do, award 
  each Andoran faction PC 1 Prestige award.
  Osirion faction PCs can make a DC 12 Craft 
  (cartography) check at any point after this encounter to 
  copy Skagni’s map, but must do so without being seen 
  by non-Osirion faction PCs. Secretly copying the map 
  followed shortly thereafter, flanking the trail left by the 
  fleeing Shadow Lodge agents. In fact, the Snowmask 
  guardians paused only long enough to strip their fallen 
  foes of valuables before following behind the interlopers, 
  planning to circle back around to retrieve and bury their 
  own dead.
  Creature: The carrion left in the battle’s wake has 
  attracted the attention of a nearby predator; the beast 
  does not hesitate to attack the PCs, whom it sees as 
  competitors for the feast laid before it. This area is 
  patrolled by either a wolverine (Tier 1–2) or an advanced 
  dire wolverine (Tier 4–5).
  Tier 1–2 (CR 2)
  Wolverine 
  cr 2
  hp 22 (Pathfinder RPG Bestiary 279)
  Tier 4–5 (CR 5)
  advanced dire Wolverine 
  cr 5
  Pathfinder RPG Bestiary 279, 294
  N Large animal
  init +9; Senses low-light vision, scent; Perception +14
  defenSe
  ac 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
  hp 52 (5d8+30)
  fort +9, ref +9, Will +4
  OffenSe
  Speed 30 ft., climb 10 ft.
  melee bite +8 (1d6+6), 2 claw +8 (1d8+6)
  Space 10 ft.; reach 5 ft.
  Special attacks rage
  StatiSticS
  Str 23, dex 21, con 21, int 6, Wis 16, cha 14
  Base atk +3; cmB +10; cmd 25
  feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Climb +14, Perception +14
  Special aBilitieS
  rage (ex) A dire wolverine that takes damage in combat flies 
  into a rage on its next turn, madly clawing and biting 
  until either it or its opponent is dead. It gains a +4 bonus 
  to Strength, +4 to Constitution, and –2 to AC (not 
  included in the stat block). The creature cannot end 
  its rage voluntarily.
  Treasure: In the rush to pilfer the bodies of 
  the dead Shadow Lodge agents, the surviving 
  Snowmask Clan warriors left behind their money 
  pouches, as their people value practical goods like 
  weapons over minted coins. Between the five Shadow 
  Lodge corpses, the PCs can gather 100 gp (Tier 1–2) or 500 
  gp (Tier 4–5) with a successful DC 15 Perception check. 
  
  PAthfinder Society ScenArio
  8
  now or at any later point in the scenario earns Osirion 
  faction PCs 1 Prestige Award.
  Rewards: If the PCs loot the dead bodies, award each 
  tier thusly:
  Tier 1–2:
  Give each player 32 gp.
  Tier 4–5:
  Give each player 99 gp.
  B. The Druid’s Circle (CR 1 or CR 4)
  Roughly an hour after the PCs set out on their route again, 
  they can the deep, booming sound of a horn to the south of 
  their route with a successful DC 10 Perception check. A few 
  moments later, PCs who make another DC 10 Perception 
  check hear a second horn in answer to the first, coming 
  from the northeast, in the direction they are headed.
  Near dusk, the PCs’ route takes them through a rocky 
  field, adorned with an ancient ring of druidic stones, 
  around which lie heaps of driven snow. The horn blasts 
  from earlier were, in fact, a warning for members of the 
  Snowmask Clan ahead of the PCs to set a trap, and here is 
  where they lie in wait.  
  The gradual shift into rockier terrain is now more apparent 
  than ever. Large, round stones evoke cobblestones as they 
  form a layer of ground, although the hard-packed snow is 
  still visible between. Ahead, an ancient ring of boulders 
  juts from the ground to form a ring. The wind’s erratic path 
  around the massive rocks has blown the snow into large, 
  haphazard drifts. 
  The map directs the PCs to a small cave that will shelter 
  them from the elements for the night. The route leads 
  them through an area with several large snow drifts.
  Creatures: Snowmask warriors hide beneath the snow 
  mounds; having smeared their bodies with mammoth fat 
  to keep the cold at bay, they now wait for the PCs to come 
  within passing distance to attack. This improved cover 
  grants them a +10 circumstance bonus on their Stealth 
  checks to hide from the PCs. Assuming the warriors 
  take 10 to hide themselves, the PCs must make a DC 19 
  Perception check to notice them (DC 20 in Tier 4–5).
  Tier 1–2 (CR 1)
  Snowmask clan Warriors (3) 
  cr 1/3
  Human warrior 1
  N Medium humanoid
  init +0; Senses Perception +1
  defenSe
  ac 14, touch 10, flat-footed 14 (+2 armor, +2 shield)
  hp 11 each (1d10+1)
  fort +3, ref +0, Will +0
  OffenSe
  Speed 30 ft.
  melee battleaxe +4 (1d8+2/×3)
  ranged javelin +1 (1d6+2)
  tacticS
  during combat The warriors attack the most lightly armored 
  foes first, attempting to bring their enemies down quickly.
  morale The Snowmask Clan warriors fight to the death.
  StatiSticS
  Str 15, dex 11, con 12, int 9, Wis 10, cha 8
  Base atk +1; cmB +3; cmd 13
  feats Power Attack, Weapon Focus (battleaxe)
  Skills Perception +1, Stealth –1, Survival +1
  languages Hallit
  combat Gear potion of endure elements; Other Gear 
  masterwork leather armor, heavy wooden shield, battleaxe, 
  javelins (3), cold-weather outfit
  Tier 4–5 (CR 4)
  Snowmask Barbarian 
  cr 2
  Female human barbarian 3
  CN Medium humanoid
  init +1; Senses Perception +8
  defenSe
  ac 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, –2 rage, +2 shield)
  hp 40 (3d12+15)
  fort +7, ref +2, Will +5
  defensive abilities  trap sense +1, uncanny dodge
  OffenSe
  Speed 40 ft.
  melee mwk battleaxe +10 (1d8+5/×3)
  ranged javelin +4 (1d6+5)
  Special attacks rage (10 rounds/day), rage powers (guarded 
  stance [+1 dodge vs. melee])
  tacticS
  during combat The Snowmask barbarian rages immediately 
  at the start of combat and engages the most heavily 
  armored foe. If reduced to fewer than 20 hit points, she 
  drinks her potion of cure light wounds and continues to assail 
  her enemies.
  morale The Snowmask barbarian fights to the death.
  Base Statistics When not raging, the barbarian’s statistics are 
  ac 16, touch 11, flat-footed 15; hp 34; melee mwk battleaxe 
  +8 (1d8+3/×3); Str 17, con 14; cmB +6, cmd 17; Climb +7
  StatiSticS
  Str 21, dex 13, con 18, int 8, Wis 14, cha 10
  Base atk +3; cmB +8; cmd 17
  feats Improved Bull Rush, Power Attack, Weapon Focus 
  (battleaxe)
  Skills Climb +9, Intimidate +5, Knowledge (nature) +3, 
  Perception +8, Stealth +2, Survival +7
  
  The Druid’s Circle
  1 square = 5 feet
  GameMastery Map Pack: Temples
  N
  B
  W
  W
  W
  B = Barbarian 
   
  (Tier 4–5)
  W = Warrior
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  9
  Skills Perception +2, Stealth +1, Survival +2
  languages Hallit
  combat Gear potion of endure elements; Other Gear 
  masterwork leather armor, masterwork heavy wooden 
  shield, battleaxe, javelins (3), cold-weather outfit
  Development: If the PCs capture any of the Kellids 
  or stabilize the dying, the Snowmask guardians treat 
  them as unfriendly instead of hostile. Again, none of 
  the barbarians speak Common, and therefore PCs are 
  likely to find interrogation difficult. If the PCs overcome 
  the language barrier, the Kellids only tell them that the 
  Snowmask Clan attacked because the PCs are trying to 
  meet up with their allies who passed this way not long 
  ago. If the PCs try to establish that they are not working 
  with the Shadow Lodge but are trying, in fact, to stop 
  them, the Kellids are skeptical, but this action proves 
  important later.
  After the battle, any Snowmask Clan warriors who 
  are allowed to flee head east—away from the PCs’ route. 
  Shortly after nightfall, the PCs come across a cave 
  indicated on Skagni’s map. There is enough room for the 
  PCs to huddle inside to escape the elements overnight.
  Mission Notes: Andoran faction PCs need to press 
  for merciful treatment of any defeated Kellids and 
  should send them on their way, earning each member 
  languages Hallit
  SQ fast movement
  combat Gear potion of cure light wounds; Other Gear 
  +1 leather armor, masterwork heavy wooden shield, 
  masterwork battleaxe, javelins (3)
  Snowmask clan Warriors (3) 
  cr 1/2
  Human warrior 2
  N Medium humanoid
  init +0; Senses Perception +2
  defenSe
  ac 14, touch 10, flat-footed 14 (+2 armor, +2 shield)
  hp 17 each (2d10+2)
  fort +4, ref +0, Will +0
  OffenSe
  Speed 30 ft.
  melee battleaxe +5 (1d8+2/×3)
  ranged javelin +2 (1d6+2)
  tacticS
  during combat The warriors attack the most lightly armored 
  foes first, attempting to bring their enemies down quickly.
  morale The Snowmask Clan warriors fight to the death
  StatiSticS
  Str 15, dex 11, con 12, int 9, Wis 10, cha 8
  Base atk +2; cmB +4; cmd 14
  feats Power Attack, Weapon Focus (battleaxe)
  
  PAthfinder Society ScenArio
  10
  of the faction 1 Prestige Award. If Andoran faction PCs 
  already healed and released the Kellid warrior in the first 
  encounter, doing the same for these Kellids does not earn 
  them any additional Prestige. 
  Rewards: If the PCs defeat the Snowmask Clan 
  ambushers, reward each tier thusly:
  Tier 1–2:
  Give each player 59 gp.
  Tier 4–5:
  Give each player 224 gp.
  act 2: BeaStS Of  
  ByGOne dayS
  As the PCs begin their second day of travel since the 
  scenario’s start, the sky is cloudy and ominously gray. A 
  DC 15 Survival check reveals that a storm is heading down 
  from the north and could intersect the PCs’ route. In 
  order to stay ahead of the storm, the PCs must minimize 
  breaks for rest and food throughout the day. Treat this as a 
  forced march, as outlined on page 171 of the Core Rulebook. 
  The PCs must fit 2 additional hours of movement into the 
  day in order to reach the resting spot indicated on the 
  map by nightfall.
  If the PCs do not make the forced march, they spend the 
  last 2 hours of their travel in the storm. Alternately, the 
  PCs can reduce this duration to 1 hour in the storm if they 
  make a forced march for only 1 hour during the day. Apart 
  from the snowstorm’s usual effects (heavy snow, strong 
  winds, and temperatures dropping below –10 degrees F, 
  as outlined on pages 438–439 and 442 of the Pathfinder 
  RPG Core Rulebook), the reduced visibility puts the PCs in 
  danger of becoming lost. A DC 14 Survival check prevents 
  the PCs from becoming thanks to Skagni’s map. The PC 
  leading the group must make a Survival check to avoid 
  becoming lost once per hour spent in the storm. 
  If the PCs accomplish the forced march, avoid getting 
  lost, or reorient themselves correctly if they do, the end 
  of the day puts them at the cave depicted on Skagni’s map. 
  The cave mouth is wide enough for three size Medium 
  creatures to enter abreast, and faces away from the wind 
  of the storm.
  Mission Notes: Cheliax faction PCs need to place three 
  markers along this day’s trail that will allow others loyal 
  to Cheliax to prospect for summoning items. In order to 
  stop and place the markers, the entire party must either 
  make a 3-hour forced march instead of a 2-hour march 
  as discussed above, or spend an additional hour in the 
  blizzard. If Cheliax faction PCs can convince their fellows 
  to slow their progress for an additional hour and lay the 
  markers along the trail, each member of the Cheliax 
  faction earns 1 Prestige Award.
  C. The Painted Cave (CR 2 or CR 5)
  Ten feet into this dark granite cave, a large cavern opens up, 
  its ceiling rising as high as thirty feet. Warm, humid air fills the 
  chamber, and colorful fungi cover the floor and walls. Beneath 
  a layer of iridescent algae, the faint images of cave paintings 
  can be seen on all the cavern’s walls. Signs of a rockslide block 
  what may once have been a passage farther into the cave.
  This cave was once an entrance to a larger network 
  of geothermally warmed caverns rife with life and a 
  thriving ecosystem of great beasts. A recent cave-in now 
  blocks ingress to the deeper caverns, although some of 
  the warm air from the deep still vents through cracks 
  in the rubble. The softly glowing algae that covers 
  the cavern is mundane, and will likely die should the 
  cavern’s temperature drop below the balmy heat it needs 
  to thrive.
  Creatures: At the time of the collapse, a small pack 
  of dinosaurs from below had come up into the cave, 
  exploring for small prey among the fungi in this cavern. 
  The cave-in trapped them in the tunnel, where they now 
  rest. They fear leaving the warmth of the cave, and have 
  subsisted only on the few small animals living among 
  the fungus before the collapse, but are now extremely 
  hungry and do not hesitate to attack the PCs as soon as 
  the party is more than 10 feet into the chamber. The 
  skilled hunters use their speed and the terrain to their 
  advantage, weaving through the fungi and hunting the 
  PCs with pack tactics. The dinosaurs don’t pursue the 
  PCs outside of the cave into the cold air, but keep in mind 
  that any PCs remaining outside the cave must endure the 
  effects of the storm. 
  Tier 1–2 (CR 2)
  compsognathus (3) 
  cr 1/2
  Pathfinder RPG Bestiary 2 90
  N Tiny animal
  init +6; Senses low-light vision, scent; Perception +4
  defenSe
  ac 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 6 each (1d8+2)
  fort +4, ref +4, Will +0
  OffenSe
  Speed 40 ft., swim 20 ft.
  melee bite +1 (1d3–1 plus poison)
  Space 2-1/2 ft.; reach 0 ft.
  StatiSticS
  Str 8, dex 15, con 14, int 2, Wis 11, cha 5
  Base atk +0; cmB +0; cmd 9
  feats Improved Initiative
  Skills Perception +4, Swim +7
  
  The Painted Cave
  1 square = 5 feet
  Cave-In
  GameMastery Map Pack: Temples
  N
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  11
  neck lies on the ground before a figure lifting a huge 
  red axe over its head to strike. Other humanoid figures 
  cluster around the scene. The mural is then interrupted 
  by a repeated design: two mammoths with a smaller one 
  in tow marching east. This motif is repeated over and 
  over in an orderly line from the top wall of the cave to the 
  bottom. There are 30 copies of this design.
  The next scene shows the wielder of the red axe lying on 
  a raised mound within the castle, his weapon clutched to 
  his chest. Other figures leave the castle carrying large bags 
  on their shoulders.
  The drawings continue on the other side of the cave, 
  showing an avalanche cascading down to cover the tower. 
  The last drawing shows more of the humanoid figures 
  standing over the edge overlooking the castle’s previous 
  location, while four drawings of the moon in various 
  states arc above the scene. In this last picture, all of the 
  humanoid figures have a smear of white color around 
  their lower faces.
  Special aBilitieS
  poison (ex) Bite—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save.
  Tier 4–5 (CR 5)
  deinonychus (2)  
  cr 3
  hp 34 each (Pathfinder RPG Bestiary 84)
  Development: PCs who explore the cave can easily 
  locate the rockfall; a DC 12 Wisdom check gives a character 
  surety that no other creatures can approach from that 
  end of the cave. The cavern’s tall walls are covered with 
  cave paintings under a thin layer of faintly glowing algae. 
  These paintings depict some of the Snowmask Clan’s 
  origins and beliefs, but the degree of information the 
  PCs gain depends on their aptitude for certain skills.
  The paintings depict a castle at the base of a mountain. 
  Outside the castle, a large creature with wings and a long 
  
  PAthfinder Society ScenArio
  12
  With a DC 18 Perception check, a PC notes that the 
  creature on the ground in the first painting was originally 
  painted white, but that time has eroded whatever 
  the painter used to show this color. The character 
  brandishing the axe was also painted white, but around 
  the face, suggesting a large white beard.
  A PC making a DC 15 Knowledge (history or local) or 
  who bought the mammoth hide scroll in Whitethrone may 
  decipher the meaning of some of the painting’s images. 
  The axe-wielding figure in the first scene is different from 
  the other humanoids depicted, as he is shown with a white 
  beard, a feature uncommon among the Kellid peoples. The 
  painting of the three mammoths symbolizes migration, and 
  each painting of three mammoths stands for the passage 
  of a single year. The moon in its various stages symbolizes 
  eternity or a period of time that cannot be depicted with the 
  migration symbol, usually meaning hundreds of years.
  If the PCs roll poorly, consider allowing them to make 
  additional checks in the morning, as a night’s sleep to 
  consider the drawings or spending their watch staring at the 
  walls might grant new clarity. Either way, this information 
  shows that the Kellids who have been stalking the PCs so far 
  are somehow tied to the Keep of the Huscarl King.
  Treasure: Amid the fungi are the remnants of a long-
  decayed party of Kellid hunters who were snowed in the 
  cave and died of starvation, visible with a DC 15 Perception 
  check. In Tier 1–2, the collective bodies hold 3 bandages of 
  rapid recovery*, 2 masterwork throwing axes, a masterwork 
  bolas, a potion of barkskin, 2 potions of endure elements, 6 pairs of 
  snowshoes*, a fully charged wand of longstrider carved from 
  a smilodon’s tooth, and a bag of unworked gemstones worth 
  40 gp. In Tier 4–5, the PCs can also find a cloak of resistance 
  +2, a potion of cure moderate wounds, 5 topazes worth 50 
  gp each, and the studded leather and masterwork bolas are 
  replaced with +1 studded leather and a +1 bolas, respectively. 
  Items marked with an asterisk (*) may be found in the 
  Advanced Player’s Guide.
  Mission Notes: Qadira faction PCs should be interested 
  in retrieving a claw or tooth from one of the dinosaurs 
  here, earning them 1 Prestige Award.
  Rewards: If the PCs discover the hunters’ bodies, award 
  each tier thusly:
  Tier 1–2: 
  Give each player 236 gp.
  Tier 4–5:
  Give each player 1,003 gp.
  D. The Graveyard Gorge 
  (CR 3 or CR 6)
  By the morning, the storm has gone and the PCs are 
  free to set off again. Their path slopes downward as they 
  approach a series of high, rocky cliffs on the edge of the 
  Tusk Mountains. Near midday, Skagni’s map directs 
  them through a narrow ravine of ice and rock.
  The shriek of a snowy owl dances off the high, rough walls of 
  ice and rock inside this gorge, and the long shadows inside 
  make it feel like evening rather than midday. Although the 
  canyon provides a direct path through the rocky terrain of 
  this area, the other side is almost invisible from the entrance. 
  In the snow drenched plains leading to the gorge mouth, 
  primeval aurochs and bison paw at the new snow to unearth 
  scrub grass.
  The Snowmask Clan plans to use this area as a trap, 
  intending to stampede animals through if the PCs get far 
  enough in. This trap can be avoided in several ways.
  Characters who make a DC 25 Perception check prior 
  to entering the gorge can see what look like humanoids 
  moving around some of the mammoths and either 
  the aurochs or the bison (depending on the tier) in the 
  surrounding area. The Kellids don’t try very hard to mask 
  their presence, using the 200-foot distance between them 
  and the mouth of the gorge as their cover.
  A DC 5 Survival or Perception check at the mouth of 
  the gorge reveals tracks. These tracks are humanoid 
  in nature and go only a few feet into the gorge before 
  turning around.
  A DC 10 Perception check also unearths the remains, 
  partly eaten by scavengers, of a large saber-toothed 
  tiger. A DC 15 Heal check shows that despite being a 
  top predator in this region, it appears to have suffered 
  extreme bludgeoning damage as if trampled to death. The 
  fractures are numerous, suggesting multiple creatures 
  were involved in the trampling.  
  All of these features are evident within the first 20 feet 
  beyond the gorge’s mouth. If the PCs decide to go around 
  the gorge and simply walk the steep outer slope, walking 
  along the higher route, skip directly to the Development 
  section below.
  If the PCs enter the gorge, the Snowmask Clan warriors 
  wait until the PCs are at least 100 feet inside before they 
  start the stampede.
  The canyon walls are 50 feet high, and the canyon’s 
  width is a consistent 30 feet from one side to another. It 
  stretches for almost half a mile.
  Hazard: When the Kellids initiate the stampede, allow 
  all PCs a DC 15 Perception check to notice the rumbling 
  of a number of hooves echoing down the canyon. Those 
  who make the check may act in the surprise round, while 
  those who fail have only a single round to act before the 
  stampede reaches them. 
  In Tier 1–2, the Kellids drive a small herd of aurochs 
  into the gorge. PCs must either climb the canyon walls to a 
  
  The Graveyard Gorge
  +50 ft.
  +50 ft.
  +0 ft.
  1 square = 10 feet
  GameMastery Map Pack: Campsite
  N
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  13
  Development: Whether the PCs avoid the gorge entirely 
  or survive the Snowmask’s stampede, they encounter the 
  Snowmask’s chief once their path takes them back onto the 
  main route. Just where the path rounds between two steep 
  embankments, a band of Snowmask Clan tribespeople 
  wait for the PCs in plain sight. Unlike the Snowmask 
  warriors who ambushed the PCs at the standing stones 2 
  days ago, they do not appear eager to attack.
  A dozen Kellid warriors with painted faces stand vigilant in the 
  center of the route. Although they are armed with axes and 
  round, Ulfen-styled shields, their weapons are not drawn. At 
  the head, a tall and powerfully-built figure with piercing eyes 
  steps forward. As he approaches, his hands are held palm up 
  until he is close enough for words. “I am Hiryla,” he says in 
  broken Common, his words flowing with a strange cadence 
  that suggests that he is speaking words that were given to him 
  by another to say. “You come with me… We must talk.”
  height of at least 10 feet, requiring a DC 15 Climb check, or 
  be caught in the aurochs’ stampede, taking 2d6+9 points 
  of bludgeoning damage, with a DC 19 Reflex save for half. 
  PCs may attempt to climb out of the herd on their initiative 
  if the aurochs have not yet dealt their stampede damage; 
  the herd has a collective initiative modifier of +0.
  In Tier 4–5, the Kellids stampede a group of bison 
  through the gorge. PCs must climb at least 20 feet up the 
  canyon walls (a DC 15 Climb check) to avoid damage. PCs on 
  the walls at a height of less than 20 feet at the time the bison 
  pass do not take damage but must make another Climb 
  check, this time at DC 20, or they fall as if they had taken 
  damage while climbing. PCs knocked from the wall are no 
  longer subject to the bison’s trample attack, but take falling 
  damage as usual. PCs who don’t or can’t climb the walls 
  are caught in the bison’s stampede and take 2d6+12 points 
  of damage, DC 22 Reflex save for half. Unlike the aurochs 
  stampede in Tier 1–2, the bison stampede lasts for 2 rounds. 
  The bison have a collective initiative modifier of +0.
  
  The hiGh Price Of cOnflicT
  While Hiryla and his men approach the PCs in peace, if the 
  Pathfinders choose not to accept Hiryla’s offer of parley and 
  instead attack, they have quite a fight in front of them—a 
  CR 7 encounter in Tier 1–2 or a CR 9 encounter in Tier 
  4–5. Use the tier-appropriate statistics for Hiryla on pages 
  18–19. For the 20 warriors with whom he travels, use the 
  tier-appropriate Snowmask Clan Warrior stats on pages 
  8–9. Use the statistics for the Snowmask Warriors from the 
  Druid’s Circle encounter in Act 1 for Hiryla’s men. Their 
  numbers are meant to dissuade the PCs from forcing a 
  conflict, but anything is possible. If PCs are set on conflict, 
  point out the sheer odds against their victory and remind 
  them that their primary mission is to stop the Shadow 
  Lodge, not to wipe out the region’s natives. Should PCs 
  go ahead with this as a combat encounter, there are no 
  rewards for defeating the Snowmask Clan and its chief.
  PAthfinder Society ScenArio
  14
  act 3: SnOWmaSkS and the 
  ShadOW lOdGe
  The Snowmask Chieftain, Hiryla, makes no attempt to 
  attack, but sets off due east, just south of the path laid out 
  on Skagni’s map. PCs who speak Hallit can engage him in 
  conversation, and he is more than willing to speak with 
  them. He tells them that he is escorting them to his camp, 
  and that there he and his elders will divine the PCs’ intent 
  in their lands, and decide whether the clan will help them 
  or not. Hiryla makes it clear that the Snowmask Clan has 
  been watching the party for some time. After about an 
  hour’s travel east, PCs who make a DC 10 Perception check 
  spot plumes of smoke over a low rise.
  If the PCs follow Hiryla over the hill, they see the 
  Kellid camp at the base on the other side. Unlike the fur 
  and hide tents common among the nomadic northerners, 
  this village is composed of small, round houses and low, 
  long buildings built of stone with thatched roofs. The 
  rectangular, round-topped buildings number almost 20 
  in all, gathered around a central, circular building that is 
  larger and grander than the rest.
  E. Snowmask Camp (CR 3 or CR 6)
  As the PCs enter the village behind Hiryla, he leads 
  them into the large central building. When they enter, 
  read the following:
  Inside this grand hall, dozens of Kellid men, women, and 
  children scurry to and fro, passing food and drink around an 
  enormous central hearth. Long, low benches ring the fire, and 
  a handful of elderly Kellids, decked out in ornate white furs sit 
  on the other side of the flames from the building’s entrance. 
  A young woman with one leg, walking with the aid of a crutch, 
  greets Hiryla in Hallit, and then turns to the door and speaks 
  in perfect Common. “Welcome to the North,” she says with a 
  broad grin and a handshake. “My name is Teyma.” 
  Teyma tells the PCs that the Snowmask Clan has 
  skirmished with a group of travelers out of Irrisen 
  many times in the last few days as the intruders have 
  come farther and farther into their lands. Initially, they 
  attempted to talk with these outsiders, but they were 
  attacked, and fought back. Now that the PCs have agreed 
  to talk, Hiryla and the elders want to know why two 
  companies of foreigners have come into their land along 
  the same route in such a short time.
  If asked, Teyma says that she learned Common in the 
  Land of the Linnorm Kings. She knew she couldn’t be a 
  warrior after losing a leg to a hunting accident, and so 
  went abroad to learn about trade and languages. 
  After the brief introduction, Teyma again speaks. “The 
  elders want to hear your story. Tell us of your clan, and 
  what brings you here. If the tale is good enough,” she 
  adds with a smile, “we will tell you ours.”
  Kellids love tales, but the Snowmask Clan’s own legacy 
  from Ranulf has its members even more invested in such 
  things.
  The PCs need to use Perform (oratory) to tell their 
  story. The results of their storytelling then influence a 
  Diplomacy check to convince the Snowmask Clan of their 
  intentions. 
  This is a chance for the players to really roleplay their 
  characters as they tell their story, the story both of their 
  “clan”—the Pathfinder Society—and of what brings 
  them here. 
  The PCs may select one character from within their 
  number with appropriate ranks in Perform or a high 
  Charisma score to speak for the entire party, though 
  other PCs can make Aid Another checks to help the 
  designated speaker. Conversely, up to three PCs can tell 
  the tale, each taking one portion of the group’s story, but 
  this does not allow any Aid Another checks as above. Use 
  the best result of the three to determine the effectiveness 
  of the tale.
  If the PCs healed or spared any of the Kellid warriors 
  they encountered in Act 1, word of their mercy has spread 
  among the other tribe members, granting the PCs a +2 
  circumstance bonus on their Perform checks. Although 
  Teyma is a capable interpreter, any PCs who speak 
  Hallit (through regular or magical means) receive a +2 
  circumstance bonus on the Perform check if they tell the 
  story in that language. GMs should also feel free to assign 
  an ad hoc circumstance bonus on the ending Diplomacy 
  check as well for players who do a particularly good job 
  telling the party’s story in character, but the bonus should 
  be no more than +3.
  
  PerfOrmance check reSulTS
  tier 1–2 dc tier 4–5 dc 
  result
  Less than 10 
  Less than 15 
  The Kellids see the PCs’ efforts as little more than pandering, and are only slightly less offended 
  than if the PCs had refused to share this custom at all. The PCs take a –4 penalty on all subsequent 
  Diplomacy checks.
  10–14 
  15–19 
  The Kellids are unmoved by the PCs’ tale, but neither are they offended. The PCs suffer no penalty 
  on subsequent Diplomacy checks.
  15–19 
  20–24 
  The Kellids feel the PCs have told a strong tale and are more willing to hear their pleas for aid. The 
  PCs gain a +2 bonus on subsequent Diplomacy checks.
  20–24 
  25–29 
  Same as above, but the tale is even better received, and the PCs gain a +4 on subsequent 
  Diplomacy checks.
  25 or higher 
  30 or higher 
  The PCs deliver a legendary performance, granting them a +5 bonus on all subsequent Diplomacy 
  checks, and the Kellids’ initial attitude shifts one step toward helpful before the check is made. 
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  15
  If the PCs choose not to participate in the storytelling 
  at all, the party suffers a –5 penalty on any future 
  Diplomacy checks.
  The results of the PCs’ Perform check or checks impact 
  their quest as follows:
  Development: Depending on 
  the results of the Perform 
  check, the Snowmask Clan 
  may respond with their own 
  tale. If the PCs beat a DC 10 
  Perform (oratory) check in 
  Tier 1–2 or a DC 15 Perform 
  (oratory) check for Tier 4–5, 
  the Kellids gladly share their 
  own tale, translated by Teyma. 
  Feel free to paraphrase the 
  Snowmask Clan’s history from 
  the tale below or the adventure 
  background.
  Tale of the Snowmask 
  Clan
  One of the elders, her face painted white 
  like those of Hiryla and the other warriors, 
  stands from the bench. With no other cue the room 
  falls silent as she speaks. Her words have a strength and 
  resonance belied by her withered frame. 
  “This is the story that the elders told me when I was a child. 
  Once, a great warrior came to our lands from the South, 
  though his blood and his beard were of the West, in the land 
  where the first dragons hunt and kill. With gold and magic this 
  warrior built a stone keep at the base of a mighty mountain. 
  During this time he came to us, in peace, and invited us to his 
  hearth with gifts of furs. Humbly he asked the elders of our 
  clan if he could hunt with them and share in our ways. Quickly 
  he proved himself a friend to all, sharing in our customs and 
  sharing his with us.
  “By the time the last stone was laid in his keep, he had hunted 
  with the elders many times, and made many kills. His axe, 
  sheathed in fire, had protected us from the white wolves and 
  the yetis, just as we too had used our food and furs to keep 
  him warm against the deepest colds. When his 
  banner was raised, the elders were guests 
  in his hall, and some of his own house 
  had already merged their blood 
  with our own. For years the king 
  and our elders prospered, and we 
  learned of crafts, weapons, and 
  ways different from those that 
  came before.
  “Then the white wyrms came. 
  For beneath the keep, in the iced 
  caverns below, the dragons had 
  bred. For years their eggs slept 
  and waited. When they hatched, 
  they plagued the king and his 
  new house, but he fought them 
  back with the strength of his 
  arm and the fire of his axe, and 
  the battle was nearly won. But when 
  a matriarch of the white returned to tend 
  her brood, she was furious at the king and threw herself on the 
  keep in madness. In the season of the longest nights, still the 
  sun set and rose again before the battle was decided. The King 
  struck the wyrm down, even though his armor and his beard 
  were white with the ice of her breath. Our elders made trophies 
  and talismans from what remained of the beast, and helped 
  rebuild the crumbled tower.
  “The mammoths crossed the plains ten times, three times 
  over before the great king passed, and still the dragons were 
  kept at bay. When the hour of his dying came, the great and 
  generous Huscarl King gave all within his castle to those that 
  had served and befriended his house, save for his mighty axe. 
  With this, the elders buried him, and as we raise a mound of 
  Chief Hiryla
  
  PAthfinder Society ScenArio
  16
  stones over the dead when the earth is too cold to dig, so did the 
  elders bring the mountain down atop our king. Ever since have 
  we held vigil over his tomb and what lies within. We remember 
  his lessons, his ways that bled into the ways of the elders to 
  become our ways. And we remember his beard, first white with 
  frost, then with age, as it symbolizes what he protected us from 
  and what he stood watch against.”
  Development: After the Snowmask tale is told, the PCs 
  must make a Diplomacy check based on the result of their 
  Perform check to see what aid, if any, the Snowmask Clan 
  will give them.
  Unless the PCs scored a 25 or higher in Tier 1–2 or 
  a 30 or higher in Tier 4–5 on their Perform check, the 
  Snowmask Clan’s attitude starts as indifferent. If the PCs 
  can shift the Kellids’ attitude to friendly or helpful, they 
  may be able to ask for aid depending on what they need.
  Once the clan has been made friendly, the PCs can 
  travel to the keep the next day unhindered by Hiryla or 
  his warriors. If the PCs make another DC 20 Diplomacy 
  check for aid, Hiryla send four of his Snowmask warriors 
  with the PCs to fight Melkorka and her agents. These 
  warriors have the same statistics as the warriors from 
  page 8–9 for each respective Tier. If the clan has been 
  made helpful and the PCs make another DC 20 Diplomacy 
  check for aid, Hiryla himself accompanies the PCs to the 
  keep and lends his axe in fighting Melkorka. His stats 
  can be found on pages 18–19.
  Mission Notes: Andoran faction PCs can spread the tale 
  of Andoran and the People’s Revolt here in the hopes of 
  fomenting the seeds of democracy in the north. Passing 
  the history of their “clan” on to the Snowmask Clan earns 
  Andoran faction PCs 1 Prestige Award.
  Cheliax faction PCs who use Diplomacy on or bribe 
  Teyma can acquire one of the mammoth tusk horns the 
  tribe use to signal over distances. Doing so requires a 
  Diplomacy check to make Teyma friendly (if this was 
  not already accomplished by the end of the encounter). 
  Otherwise, Teyma must be bribed. She is willing to sell 
  one such horn for 10 gp if made friendly, or for 20 gp if 
  the PCs must bribe her. Acquiring a horn earns Cheliax 
  faction PCs 1 Prestige Award.
  Qadira faction PCs can present Pasha Muhlia Al-Jakri’s 
  letter of introduction to Teyma, but must do so without 
  being seen by PCs of other factions. Doing so earns 
  Qadira faction PCs 1 Prestige Award.
  Taldor faction PCs can ask Teyma, Hiryla, or any of 
  the elders through an interpreter about the hodimir 
  pines. Such inquiries reveal that the trees grow in 
  the central and northern reaches of the Realm of the 
  Mammoth Lords and can be identified by the thin red 
  center born by their silvered needles in the deepest part 
  of winter. If the clan is not yet friendly, Taldan faction 
  PCs will have to make individual Diplomacy checks to 
  make a source friendly before this information can be 
  learned. Learning this information earns Taldor faction 
  PCs 1 Prestige Award.
  F. The Keep of the Huscarl King 
  (CR 4 or CR 7)
  The bones of two ancient stone watchtowers rise from the 
  ground like sentries set to guard the entrance to Ranulf’s Keep. 
  Snow and ice still cover their base, making them inaccessible, 
  but they mark the edge of the Huscarl’s Keep, just visible in 
  the distance.
  Most of Ranulf’s keep still lies buried beneath tons 
  of rock and ice from the original landslide generations 
  ago. Receding glacial ice and centuries of seasonal 
  melting have only unearthed the tower’s door, but it is 
  enough to gain access to the cavernous structure within. 
  Two ruined watchtowers that once served as gatehouses 
  for the Huscarl King stand empty along the PCs’ path. 
  Having left the tomb with Jedrek’s Shard, Melkorka and 
  her minions make their way toward the ruined towers.
  Creatures: If the PCs made allies of the Snowmask 
  Clan, Hiryla’s scouts signal the approach of the Shadow 
  Lodge agents from within the keep as the PCs approach 
  the structure. The warriors defer to their chief if Hiryla is 
  present, and to the PC with the highest Charisma if they 
  are alone. In battle, they focus their attacks on Melkorka’s 
  minions, leaving the priestess of Nethys to the PCs. If 
  reduced to half their total hit points, the warriors retreat 
  to heal their wounds and form a second line of defense 
  should the PCs fail to stop the Shadow Lodge agents.
  Melkorka’s minions watch from the keep’s entrance 
  as the PCs draw near. Having already retrieved the axe, 
  Melkorka prefers to advance into the open, where the 
  watchtowers might provide cover without the danger of the 
  Kellids reburying the keep with her and her underlings 
  inside. Melkorka is shrewd and capable, and has prepared 
  herself well to use Jedrek’s Shard. She longs to feel it cleave 
  into flesh and blood and moves to battle the PCs directly. 
  She has sacrificed all but a handful of her Shadow Lodge 
  minions throughout the trek to retrieve it, and sees the 
  remaining few as equally expendable.
  Melkorka, a dark-skinned figure swathed in the 
  orange and blue of a desert sky at sunset, strides defiantly 
  forward. Her outline shivers with the heat emanating 
  from the flaming greataxe in her hands. As snow swirls on 
  the wind around her, flakes hiss and shriek as they fall on 
  the blade’s open flame. “Come Pathfinders,” she invites in 
  a honeyed tone, as her companions draw their weapons. 
  “Let Jedrek’s Shard warm you against the cold.”
  
  The Keep of the Huscarl King
  1 square = 10 feet
  GameMastery Flip Mat: Mountain Pass
  N
  S
  M
  S
  S
  S
  M = Melkorka Skur
  S = Shadow Lodge Agents
  +30 ft.
  +40 ft.
  +0 ft.
  PCs Begin 
  Here
  To Keep
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  17
  Tier 1–2 (CR 4)
  melkorka Skur 
  cr 2
  Female human cleric of Nethys 2
  NE Medium humanoid
  init +3; Senses Perception +3
  defenSe
  ac 17, touch 11, flat-footed 15 (+6 armor, +2 deflection, –1 Dex)
  hp 14 (2d8+2)
  fort +4, ref –1, Will +6
  OffenSe
  Speed 20 ft.
  melee +2 flaming greataxe +1 (1d12+3/×3 plus 1d6 fire)
  ranged light crossbow +0 (1d8/19–20)
  Special attacks channel negative energy 5/day (DC 13, 1d6), 
  destructive smite (+1, 6/day), hand of the acolyte (6/day)
  cleric Spells prepared (CL 2nd; concentration +5)
  1st—cure light wounds, divine favor, shield of faith, true strikeD
  0 (at will)—bleed (DC 13), detect magic, light, read magic
  d Domain spell; domains Destruction, Magic
  tacticS
  Before combat Melkorka casts shield of faith and divine 
  favor before stepping out to face the PCs; both effects 
  are already included in her stats. If she has time, she also 
  casts her scroll of entropic shield to protect her against 
  ranged attacks.
  during combat Melkorka uses true strike and readies her 
  hand of the acolyte domain power to interrupt an enemy 
  spellcaster on the first round or to attack the most heavily 
  armored PC. After that she attacks any character who 
  presents a religious symbol in an effort to cut the PCs off 
  from healing magic. If surrounded, she repeatedly channels 
  negative energy, trusting her selective channeling feat to 
  shield her allies.
  morale If reduced to 5 or fewer hit points, Melkorka drinks her 
  potion of cure moderate wounds. If reduced to 5 or fewer hit 
  points a second time, she casts cure light wounds on herself, 
  abandons her minions, and flees. If caught, she tries to use 
  
  Melkorka Skur
  PAthfinder Society ScenArio
  18
  her knowledge of the Shadow Lodge to bargain for her life.
  StatiSticS
  Str 10, dex 8, con 13, int 12, Wis 17, cha 14
  Base atk +1; cmB +1; cmd 12
  feats Improved Initiative, Selective 
  Channeling
  Skills Diplomacy +6, Heal +8, 
  Intimidate +4, Knowledge (arcana) 
  +5, Knowledge (religion) +6, 
  Spellcraft +6
  languages Common, Osiriani
  SQ aura
  combat Gear potion of cure 
  moderate wounds, scroll of 
  comprehend languages, scroll 
  of entropic shield; Other 
  Gear masterwork chainmail, 
  +2 flaming greataxe, light 
  crossbow with 10 bolts
  Special aBilitieS
  Jedrek’s Shard Because she 
  wields such a powerful 
  weapon, Melkorka’s CR is +1 
  higher than normal.
  Shadow lodge agents (4) 
  cr 1/2
  Human warrior 2
  NE Medium humanoid 
  init +2; Senses Perception +3
  defenSe
  ac 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
  hp 17 each (2d10+2)
  fort +3, ref +2, Will +1
  OffenSe
  Speed 20 ft.
  melee longsword +3 (1d8+1/19–20)
  ranged longbow +4 (1d8/×3)
  tacticS
  during combat The warriors use their bows from as close 
  to the door as possible, but draw their swords and 
  shields if engaged.
  morale These warriors fight to the death if Melkorka still 
  stands, afraid of Jedrek’s Shard. If Melkorka has fled or 
  fallen, they likewise flee or surrender.
  StatiSticS
  Str 12, dex 15, con 11, int 9, Wis 12, cha 8
  Base atk +2; cmB +3; cmd 15
  feats Point Blank Shot, Precise Shot
  Skills Climb +1, Perception +3
  languages Common
  combat Gear potion of cure light wounds; Other Gear 
  masterwork scale mail, heavy wooden shield, composite 
  longbow with 20 arrows, longsword
  Snowmask chief hiryla 
  cr 1
  Male human fighter 2
  CG Medium humanoid
  init +1; Senses Perception +2
  defenSe
  ac 18, touch 12, flat-footed 16 (+4 armor, +1 
  Dex, +1 dodge, +2 shield)
  hp 20 (2d10+5)
  fort +4, ref +1, Will +1; +1 vs. fear
  defensive abilities bravery +1
  OffenSe
  Speed 20 ft.
  melee mwk battleaxe +6 (1d8+2/×3)
  ranged javelin +3 (1d6+2)
  tacticS
  during combat Hiryla charges into battle 
  with his warriors, focusing on Melkorka’s 
  underlings.
  morale Hiryla fights to the death to 
  uphold his clan’s ancestral oath.
  StatiSticS
  Str 15, dex 13, con 12, int 8, Wis 12, cha 14
  Base atk +2; cmB +4; cmd 16
  feats Dodge, Power Attack, Toughness, 
  Weapon Focus (battleaxe)
  Skills Climb +3, Diplomacy +4, Perception +2, Stealth –1, 
  Survival +5
  languages Hallit
  combat Gear potion of cure light wounds; Other Gear 
  masterwork hide armor, masterwork heavy wooden shield, 
  masterwork battleaxe, javelins (2)
  Tier 4–5 (CR 7)
  melkorka Skur 
  cr 5
  Female human cleric of Nethys 5
  NE Medium humanoid
  init +3; Senses Perception +4
  defenSe
  ac 18, touch 11, flat-footed 18 (+7 armor, +2 deflection, –1 Dex)
  hp 39 (5d8+13)
  fort +6, ref +1, Will +9
  OffenSe
  Speed 20 ft.
  melee +2 flaming burst greataxe +6 (1d12+7/×3 plus 1d6 fire)
  ranged 1 light crossbow +2 (1d8/19–20)
  Special attacks channel negative energy 7/day (DC 18, 3d6), 
  destructive smite (+2, 7/day), hand of the acolyte (7/day)
  cleric Spells prepared (CL 5th; concentration +9)
  3rd—cure serious wounds, prayer, rageD
  2nd—aid, bull’s strength, hold person (DC 16), shatterD
  1st—command (DC 15), cure light wounds, divine favor, shield 
  of faith, true strikeD
  
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  19
  0 (at will)—bleed, detect magic, light, read magic
  d Domain spell; domains Destruction, Magic
  tacticS
  Before combat Melkorka uses her scroll of eagle’s splendor 
  to improve her energy channeling, and then casts bull’s 
  strength to lessen the penalties for wielding Jedrek’s Shard. 
  She casts divine favor to lessen the penalties further, and 
  follows that with a casting of shield of faith. All of these 
  effects are included in her stat block. If she has further 
  time, she casts entropic shield from her scroll to further 
  improve her defenses.
  during combat Melkorka uses true strike and readies her 
  hand of the acolyte domain power to interrupt an enemy 
  spellcaster on the first round or to attack the most heavily 
  armored PC. After that she attacks any character who 
  presents a religious symbol in an effort to cut the PCs 
  off from healing magic. If surrounded, she repeatedly 
  channels negative energy, trusting her selective channeling 
  feat to shield her allies. If she successfully uses hold person 
  on an enemy, she does her best to drop that foe before 
  moving on. Melkorka has numerous avenues for healing 
  herself, and she uses them all to stay in the fight.
  morale If reduced below 10 hit points after all her healing has 
  been expended, Melkorka abandons her minions and flees. 
  If caught ,she tries to use her knowledge of the Shadow 
  Lodge to bargain for her life.
  StatiSticS
  Str 14, dex 8, con 13, int 12, Wis 18, cha 18
  Base atk +3; cmB +5; cmd 16
  feats Improved Channel, Improved Initiative, Selective 
  Channeling, Toughness
  Skills Diplomacy +9, Heal +11, Intimidate +8, Knowledge 
  (arcana) +6, Knowledge (religion) +9, Spellcraft +9
  languages Common, Osiriani
  SQ aura
  combat Gear potion of cure light wounds, potions of cure 
  moderate wounds (2), scroll of comprehend languages, 
  scroll of eagle’s splendor, scroll of endure elements, scroll 
  of entropic shield; Other Gear +1 chainmail, +2 flaming 
  burst greataxe, light crossbow with 10 bolts, cloak of 
  resistance +1
  Special aBilitieS
  Jedrek’s Shard Because she wields such a powerful weapon, 
  Melkorka’s CR is +1 higher than normal.
  Shadow lodge agents (4) 
  cr 1
  Human warrior 3
  NE Medium humanoid
  init +2; Senses Perception +4
  defenSe
  ac 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
  hp 24 each (3d10+3)
  fort +3, ref +3, Will +2
  OffenSe
  Speed 20 ft.
  melee longsword +4 (1d8+1/19–20)
  ranged mwk longbow +6 (1d8+1/×3)
  tacticS
  during combat The warriors use their bows from as close 
  to the door as possible, but draw their swords and 
  shields if engaged.  
  morale These warriors fight to the death if Melkorka still 
  stands, afraid of Jedrek’s Shard. If Melkorka has fled or 
  fallen, they likewise flee or surrender.
  StatiSticS
  Str 12, dex 15, con 11, int 9, Wis 12, cha 8
  Base atk +3; cmB +4; cmd 16
  feats Deadly Aim, Point Blank Shot, Precise Shot
  Skills Climb +4, Perception +4
  languages Common
  combat Gear potions of cure light wounds (2); Other Gear 
  masterwork hide armor, masterwork heavy wooden shield, 
  masterwork composite longbow (+1 Str) with 20 arrows, 
  longsword
  Snowmask chief hiryla 
  cr 4
  Male human fighter 5
  CG Medium humanoid
  init +1; Senses Perception +4
  defenSe
  ac 19, touch 12, flat-footed 17 (+4 armor, +1 Dex, +1 dodge, 
  +3 shield)
  hp 45 (5d10+13)
  fort +5, ref +2, Will +4; +1 vs. fear
  defensive abilities bravery +1
  OffenSe
  Speed 30 ft.
  melee +1 battleaxe +11 (1d8+5/×3)
  ranged javelin +6 (1d6+3)
  Special attacks weapon training (axes +1)
  tacticS
  during combat Hiryla charges into battle with his warriors, 
  focusing on Melkorka’s underlings.
  morale Hiryla fights to the death.
  StatiSticS
  Str 16, dex 13, con 12, int 8, Wis 12, cha 14
  Base atk +5; cmB +8; cmd 20
  feats Dodge, Iron Will, Persuasive, Power Attack, Shield 
  Focus, Toughness, Weapon Focus (battleaxe)
  Skills Climb +7, Diplomacy +6, Intimidate +4, Perception +4, 
  Stealth +1, Survival +6
  languages Hallit
  SQ armor training 1
  combat Gear potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear masterwork hide armor, masterwork 
  heavy wooden shield, +1 battleaxe, javelins (2)
  
  PAthfinder Society ScenArio
  20
  Mission Notes: Osirion faction PCs need to take 
  Melkorka Skur’s scarab brooch from her. It is carved from 
  a dark, polished wood, and besides the craftsmanship has 
  no evident value. Retrieving the brooch earns Osirion 
  faction PCs 1 Prestige Award.
  Taldor faction PCs should want to see Melkorka Skur 
  dead for defiling the resting place of one of the Empire’s 
  greatest huscarls, and should want Jedrek’s Shard returned 
  to its resting place. Doing so earns Taldor faction PCs 1 
  Prestige Award.
  Rewards: If the PCs defeat Melkorka Skur and the 
  Shadow Lodge agents, reward each tier thusly:
  Tier 1–2:
  Give each player 181 gp.
  Tier 4–5:
  Give each player 580 gp.
  cOncluSiOn
  Assuming the PCs succeed in defeating Melkorka Skur, 
  the Shadow Lodge’s power in the north lies in shambles, 
  its influence eradicated. The PCs must choose whether 
  to return Jedrek’s Shard to the Snowmask Clan or bring it 
  back with them. PCs who opt for the latter undoubtedly 
  earn the fury of the Snowmask Clan, and the dedicated 
  warriors harry the Pathfinders through the Realm of 
  the Mammoth Lords and even into Irrisen, so fierce is 
  their dedication to Ranulf’s legacy. Additionally, this 
  choice may also jeopardize Rognvald Skagni’s loyalty to 
  the Pathfinders and cut off the Society’s key contact in 
  the north.
  Conversely, if the PCs aid Hiryla and his warriors in 
  replacing Jedrek’s Shard and reburying the keep’s entrance 
  with a new avalanche of rock, ice, and snow, the PCs and 
  the Grand Lodge earn eternal allies among the Snowmask 
  people. To cement their new alliance, Hiryla grants each 
  PC honorary status as Snowmask Brothers or Snowmask 
  Sisters in a ritual induction ceremony into the tribe.
  Faction Missions
  Andoran Faction: Andoran faction PCs who heal or 
  show mercy to the surviving or defeated members of the 
  Snowmask Clan in Act 1 earn 1 Prestige Award. Andoran 
  faction PCs who also tell the story of the People’s Revolt 
  in Act 3 earn 1 bonus Prestige Award.
  Cheliax Faction: Cheliax faction PCs who place 
  markers along the party’s route in Act 2 earn 1 Prestige 
  Award. Cheliax faction PCs who also acquire a mammoth 
  tusk horn from the Snowmask Clan in Act 3 earn 1 bonus 
  Prestige Award.
  Osirion Faction: Osirion faction PCs who copy Skagni’s 
  map without being observed earn 1 Prestige Award. 
  Osirion faction PCs who also take Melkorka Skur’s scarab 
  brooch in Act 3 earn 1 bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who take a tooth 
  or claw from one of the dinosaurs in Act 2 earn 1 Prestige 
  Award. Qadira faction PCs who also present Teyma 
  with the letter of introduction in Act 3 without being 
  observed by members of other factions earn 1 bonus 
  Prestige Award.
  Taldor Faction: Taldor faction PCs who successfully 
  negotiate or barter with the Snowmask Clan for 
  information on the valuable hodimir pines and their 
  location in Act 3 earn 1 Prestige Award. Taldor faction 
  PCs who also ensure the death of Melkorka Skur and the 
  return of Jedrek’s Shard to its rightful resting place in Act 
  3 earn 1 bonus Prestige Award.
  
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  21
  My aspiring thrall,
  The flames have whispered to me that you journey into the lands of the mammoth tribes. 
  Neglecting ice as a part of infernal power is a grave mistake, and I do not make such 
  mistakes. I am mounting a northern expedition for special components. Snow and wind 
  from winter storms are useful in compelling ice devils to one’s bidding. Use the markers 
  enclosed to mark any area where exposure to the elements would be most harsh.
   
  Lastly, the savages of that area make horns from the tusks of the mammoths that 
  live there. You must acquire one such horn, for they can be further crafted and 
  imbued with magic that makes their sound a terror to all who hear it.
   
  Success and failure may both earn you access to my next gala, although one type 
  of invitation will surely prove more pleasurable than the other.
  Friend of Freedom,
  My eyes in the north tell me that you have struck a blow against the festering profession of slaving 
  in Irrisen. This news heartens me, as Eagle Knights know well that a foe is weakest when caught 
  between two opponents. The Blood Ram tribespeople you saved will bring their hatred of slavery 
  home with them. As your travels take you into Kellid lands, you must spread the light of freedom 
  there as well. Do your best to show mercy to any who have felt Whitethrone’s steel, though your 
  safety comes first. The Kellids must know that even in the farthest regions, they have allies against 
  the winter witches’ slave peddlers.
   
  Moreover, the tribesmen of the winter lands are lovers of tales. Should the opportunity present 
  itself to share the story of Andoran’s triumph over tyranny, perhaps it will root itself among the 
  tribes as an ideal rather than a mere story. 
     
  For Andoran,
     
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Your Mistress,
  
  PAthfinder Society ScenArio
  22
  Loyal Servant of the Satrap,
  I know that you journey into the Realm of the Mammoth Lords next, 
  as the Society bids. Be wary. That region holds creatures long thought 
  gone from this world. Of particular interest to us are the ancient reptiles 
  said to hunt the deep, hidden places of that realm. Should you encounter 
  such beasts, you must harvest a memento from the creature—a tooth or 
  talon—certain to fetch a fine price in the bazaars of Katheer.
   
  The route you travel should take you through the lands of a tribe of 
  Kellids called the Snowmask Clan. One among them has expressed interest 
  in establishing trade with the south. You will know her by her missing 
  leg, and by her skill with the Common Tongue. Deliver to her this letter 
  of introduction, detailing how the Satrap may help her in her ambitions. 
  Be sure that you are unobserved in doing this. The longer we operate 
  together without other nations knowing, the longer we have to establish 
  our dominance of this new market.
  Sincerely,
  Qadira Faction Handout
  x
  Osirion Faction Handout
  Hero of t he Ruby Prince,
  Word has reached me t hat you journey into t he Realm of t he Mammot h Lords. I believe t hat not only 
  wealt h, but also some forgot ten relics of our great past lie beneat h t he snows your feet will soon tread 
  upon. I must have whatever map t he U lfen sage gives you for your journey. A copy will suffice, but it 
  must be accurate enough to retrace your steps, and preferably created wit hout ot hers knowing we are 
  interested in t he route you travel.
   I have also learned t hat you are on t he trail of Melkorka Skur. She is Osirian by blood and 
  birt h, and a disciple of t he All-Seeing-Eye. She has happened upon an item t hat she believes to 
  be wort hless, for which we are all fortunate. Affixed to her clot hes, she wears a wooden brooch shaped 
  like a scarab. In trut h, hidden wit hin t he swirls of its design is a makeshift weat her almanac, said to 
  predict t he sandstorms across t he Sahure Wastes. If t his is true, t he task of uneart hing t he ruins 
  around Sot his would be much easier. You must acquire it.
  I look forward to news of your success,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  ShAdeS of ice, PArt iii: KeeP of the huScArl King
  23
  Exalted Champion of the Grand Prince,
  I have recently learned of a tree called hodimir pine, known for its 
  strength and resilience to fire, and native to the region through which 
  I now hear you will venture. I need not tell you what such lumber would mean to the 
  shipyards of Cassomir. You must find out where this magnificent tree grows and 
  what its features are that I can send an expedition north to harvest it—see what those 
  backwards natives can tell you.
  In addition, I know the primary purpose of your journey. The Realm of the 
  Mammoth Lords seems far removed from the glory of Taldor, but in truth it is not. 
  The tomb this Osirian harlot looks to plunder belonged to one of the greatest huscarls 
  the Ulfen Guard has ever known. To disturb his rest besmirches his legacy and that 
  of the Empire. You must kill this woman, Melkorka Skur, whenever you see fit, and 
  let her know that she dies for this insult to Taldor. Lastly, Jedrek’s Shard must be 
  returned to its rest and again go undisturbed.
  Taldor Faction Handout
  For the Empire,
   Baron Jacquo Dalsine
  
  PAthfinder Society ScenArio
  24
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System reference document. © 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 #2–19: Shades of Ice, Part III: Keep of the Huscarl 
  King. © 2011, Paizo Publishing, LLC; Author: Jesse Benner.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–19:  
  Shades of Ice, Part III: Keep of the Huscarl King
  
     
  ☐ 
  Snowmask induction You allied with the Snowmask Clan and returned Jedrek’s Shard to its place 
  of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with 
  the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the 
  permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F 
  and above; you gain no bonuses in extreme heat. This is a supernatural ability.
  +2 flaming burst greataxe (32,320 gp)
  cloak of resistance +1 (1,000 gp)
  cloak of resistance +2 (4,000 gp)
  scroll of eagle’s splendor (150 gp)
  +2 flaming greataxe (18,320 gp)
  bandages of rapid recovery (200 gp; Advanced Player’s Guide 301)
  potion of barkskin (300 gp)
  potion of cure moderate wounds (300 gp)
  wand of longstrider (750 gp)
  all
  Scenario 2–19:  
  Shades of Ice, Part III:  
  Keep of the Huscarl King
   
  player name  
  a.k.a.
   
  character name 
  pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOld
  Gold Spent
  Subtotal
  items Bought
  items Sold
  final pa total
  final Xp total
  preStiGe aWard
  eXperience
  Gp Gained (Gm Only)
  pa Gained (Gm Only)
  Start Gp
  Starting pa
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items found during this Scenario
  for Gm Only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  this chronicle certifies that
  GM’s
  Initial
  GM’s
  Initial
  has completed this Scenario.
  —
  tier
  tier
  tier
  items Sold / conditions Gained
  items Bought / conditions cleared
  4–5
  1–2
  Scenario Chronicle #
  TIER
  MAX GOLD
  tier
  tier
  tier
  1–2
  4–5
  508
  1,906
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 2/Scenario 2-19 Shades of Ice-Part III Keep of the Huscarl King.pdf