TEXT: Shades of Ice, Part II:  
  Exiles of Winter
  By Joshua J. Frost
  A PAthfinder Society ScenArio for tier 1–5
  ™
  
  ®
  ™
  ShadeS of Ice Part II:  
  exIleS of WInter
  Pathfinder Society Scenario 2–17
  Design: Joshua J. Frost
  Development: Mark Moreland
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: Jeffrey Lai
  Cartographers: Robert Lazzaretti and Christopher West
  Editorial Intern: Michael Kenway
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Finance Manager: Chris Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Director: Hyrum Savage
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Bestiary, and 
  the Pathfinder RPG Advanced Player’s Guide. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–17: Shades of Ice, Part II: Exiles of Winter is a Pathfinder Society Scenario designed for 1st- to 
  5th-level characters (Tiers 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but 
  can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is 
  suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 20 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
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  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?
  Exiles of Winter takes place in the city of Whitethrone 
  in Irrisen, the capital of the land of eternal winter. 
  Whitethrone is a bustling city of nearly 25,000 souls, 
  with snow goblins, ice trolls, winter wolves, and worgs 
  counted among them and possessing the same rights as 
  humanfolk. The city’s Howlings district is home to most 
  of the lupines who can walk in human form there due to 
  the magics of Baba Yaga. Irrisen is a neutral evil nation 
  and the PCs would be wise to watch their step as they 
  travel within the city—merchants are barely tolerated, 
  foreigners even less so, and those seen as adventurers 
  (such as Pathfinders) need to watch their step as their 
  kind has a reputation for murdering monsters. Because 
  this is a lower-level scenario, most of the encounters 
  will be with the lesser denizens of the city (such as 
  the lesser Jadwiga—human descendants of previous 
  daughters of Baba Yaga who have lower standing than 
  the current daughters of Queen Elvanna), but don’t let 
  the PCs feel comfortable. Feel free to have them nearly 
  encounter formidable ice trolls, or just barely escape an 
  ogre brawl only to witness a foreigner not pay the proper 
  subservience to a winter wolf in human form and be torn 
  apart for it. Whitethrone is a dangerous place—reinforce 
  that fact as often as you can. For more information about 
  Whitethrone, refer to Pathfinder Campaign Setting: Cities 
  of Golarion, available at your favorite local game store or 
  online at paizo.com.
  • Whitethrone
  IrrIse
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  A
  fter surviving the plot against them in Pathfinder 
  Society Scenario #2–15: Shades of Ice, Part I: Written in 
  Blood, the PCs traveled on to Whitethrone, the capital 
  of the icy nation of Irrisen. In order to gain entry to the 
  country, they joined a mixed caravan of merchants and 
  hunters on a diplomatic mission to Irrisen and disguised 
  themselves as simple merchant guards or warriors. With 
  this ruse, they managed to pass the notoriously well-
  guarded Irrisen border, with its bizarre chicken-legged 
  huts, and were just outside the city of Irrisen when two 
  large bands of ice trolls led by Irrisen soldiers beset the 
  caravan. The PCs fled unharmed while the massive trolls 
  ruthlessly slaughtered the entire caravan, and as the 
  present scenario begins, they find themselves outside the 
  city of Whitethrone looking for a way in. The trouble is, 
  Irrisen’s capital city recently outlawed the presence of 
  Pathfinders, meaning the PCs have to be crafty, creative, 
  or stealthy to get in and find the missing Pathfinder 
  historian Rognvald Skagni.
  Meanwhile, the few remaining Shadow Lodge members 
  in Whitethrone waited for Runa White to return from 
  Trollheim, and a large party led by Melkorka Skur set 
  off on their own mission deep into the northern reaches 
  of the Realm of the Mammoth Lords in search of an 
  ancient weapon hidden inside a frozen keep. The Shadow 
  Lodge in Whitethrone is hidden beneath an abandoned 
  brewery and was established by Caggrigar, a Shadow 
  Lodge member of ill repute who, after establishing the 
  lodge in Irrisen, traveled on to the Worldwound in search 
  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 
  the Whitethrone Shadow Lodge agents headed east on a 
  mission, the responsibility of running the lodge fell to 
  Vermund, a loyal but unreliable Shadow Lodge agent, 
  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. 
  ShadeS of Ice, Part II: 
  exIleS of WInter
  By JoShua J. froSt
  
  The ShadeS of ice SerieS
  Exiles of Winter is the second chapter of the three-part 
  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. For those PCs who did not play Written in Blood, 
  assume they met the others in Trollheim and decided to 
  join them on their journey to Whitethrone to rescue Skagni. 
  The PCs who played Written in Blood likely possess a map 
  once held by Runa White—a map that shows the precise 
  location of the Whitethrone Shadow Lodge beneath an 
  abandoned brewery. Should none of the PCs possess this 
  map, they instead learn the location of the brewery and the 
  Shadow Lodge from one of the caravan merchants who 
  often delivered goods there (and was then killed in the ice 
  troll ambush).
  PAthfinder Society ScenArio
  4
  After a high bounty on his head sent dozens of would-be 
  assassins after him, Vermund fled the Verduran Forest 
  and headed south for Absalom, where he intended, quite 
  on a whim, to join the Pathfinder Society and take his war 
  for mother nature global. Vermund was an easy recruit 
  into the Shadow Lodge, though his penchant for fighting 
  anyone who so much as cut a branch off a living tree 
  and his large, gross collection of various insects earned 
  him a quick reputation as someone to be called upon for 
  dirty work, but he was otherwise left to his own devices. 
  Vermund is only in charge of a few minor Shadow Lodge 
  agents, most of them new recruits (and some of them not 
  even former Pathfinders), and a clan of snow goblins from 
  the ice-dwelling Frostfur Tribe readying their slaves 
  from the Lands of the Linnorm Kings’ Blood Ram tribe 
  for sale in Whitethrone (see Written in Blood). He left the 
  day-to-day operations of the lodge to his inexperienced 
  charges and the slaver goblins and doesn’t yet know the 
  result of that decision is a wide-open gap in the lodge’s 
  security—a gap the PCs will likely walk right through. 
  With the goblins on the lookout for intruders and the 
  halls of the lodge trapped and (as far as he’s concerned) 
  secured, Vermund spends his days growing his insect 
  collection in his overheated, sweaty room, completely 
  unaware that real Pathfinders looking for Rognvald 
  Skagni are coming and may just end his days forever.
  Summary
  The PCs arrive at the bone-white walls of Whitethrone 
  after narrowly escaping the slaughter of their caravan. 
  They must use skill and diplomacy to get into the city, after 
  which they must use secrecy and stealth to make it across 
  the city and find the Shadow Lodge hidden beneath an 
  abandoned brewery. Once inside the brewery, the PCs face 
  rabid watch dogs and goblin guards before descending 
  into freshly dug areas the Shadow Lodge expanded for 
  living and storage. There the PCs face the current leader 
  of the lodge, an inept blight druid named Vermund and 
  his inexperienced agents. Moving on, the PCs face down 
  a powerful, mutated goblin slaver and his assistants and 
  rescue the Blood Ram tribe and famed historian Rognvald 
  Skagni from slavery. From Skagni, the PCs learn that the 
  more reliable agents in the lodge set out for the Realm 
  of the Mammoth Lords to find a rumored keep said to 
  contain a powerful ancient weapon. The PCs finish the 
  scenario battling a young white dragon set to guard a 
  mysterious and heavily warded door.
  GettinG Started
  Begin the scenario by bringing the players up to speed on 
  the action between the conclusion of Written in Blood and 
  the starting point of this adventure. They should know 
  that their time in Trollheim ended quickly when they 
  discovered clues leading to Whitethrone, the capital of 
  Irrisen and home of Baba Yaga’s white witch daughters, 
  where they hoped to find the kidnapped historian 
  Rognvald Skagni. Traveling across the border from the 
  Lands of the Linnorm Kings into Irrisen is no small 
  feat, but the PCs managed it by joining a mixed caravan 
  of hunters and merchants headed for Whitethrone on a 
  diplomatic mission. The merchants warned the PCs that 
  Whitethrone has been up in arms against Pathfinders 
  recently, and they would likely need to sneak into the 
  city. Things were going well until terrifying ice trolls 
  and soldiers of Whitethrone’s Iron Guard who, it seems, 
  were not interested in speaking to a diplomatic mission, 
  ambushed the caravan. The PCs barely escaped with their 
  lives, though most of their caravan did not. 
  Once the players understand the course of events 
  taking place “off screen,” allow them to buy anything they 
  may need (assume this happened in Trollheim before the 
  adventure began) before reading the following to get the 
  adventure underway.
  A biting wind blows from the north and snow blows in blinding 
  drifts amid numbing fog. The bone-white walls of Whitethrone, 
  capital of Irrisen and home of Baba Yaga’s white witch daughters, 
  rises into the frigid northern night. Somewhere within is the 
  Shadow Lodge headquarters hinted at in Trollheim where the 
  poor historian Rognvald Skagni is being held. Reaching this 
  point was a difficult challenge, but gaining entry into the city 
  itself presents the greatest obstacle yet.
  Pathfinders who took part in the events of Written 
  in Blood likely have appropriate cold weather gear and 
  
  ShAdeS of ice, PArt ii: exileS of Winter
  5
  the Iron Guard corporal stat block below), and another 
  Stealth check to bypass the Iron Guard patrolling the 
  docks in order to make it into the city proper.
  Failing the Survival check to cross the harbor’s ice flow 
  is incredibly dangerous. Should the PCs fail, they cannot 
  find a safe path into the city. If they fail the check by 5 or 
  more, they find what they think is a safe path that instead 
  leads them into an incredibly dangerous natural hazard. 
  Succeeding at the Survival check but failing either of the 
  Stealth checks resorts in combat with the Iron Guard (see 
  The Iron Guard on page 7).
  Hazards: Failing the Survival check to cross the ice 
  flow by 5 or more means the PCs encounter an icy natural 
  trap that varies by tier. A wave choked with ice suddenly 
  roars up from the lake, potentially tripping and crushing 
  all of the PCs caught in it. Worse, anyone tripped by the 
  wave risks being pushed under the frigid water by the ice 
  and must smash through it to regain the surface.
  In Tier 1–2, the PCs must succeed at a DC 25 Perception 
  check to see the wave coming and act in time to move out 
  of the way. Anyone failing the check is targeted by the 
  wave, which attempts to trip the PCs with a +10 CMB. 
  Anyone who is tripped takes 2d6 points of bludgeoning 
  damage and must succeed at a DC 15 Reflex save or be 
  pushed beneath the ice by the harbor’s unstable ice 
  flow. Once beneath the water, the PC risks drowning 
  (Pathfinder RPG Core Rulebook 445) and must deal 10 
  points of damage to the ice in order to cut back through 
  to the surface. Any PC who suffers through all of that and 
  climbs back to the surface of the ice is immediately beset 
  with hypothermia and is considered fatigued (Pathfinder 
  RPG Core Rulebook 442).
  In Tier 4–5, the PCs must succeed at a DC 30 Perception 
  check to see the wave coming and act to move out of the 
  way. Anyone failing the check is targeted by the wave, which 
  attempts to trip the PCs with a +15 CMB. Anyone who is 
  tripped takes 4d6 points of bludgeoning damage and must 
  succeed at a DC 15 Reflex save or be pushed beneath the 
  ice. Cutting through the ice and the aftereffects of being 
  submerged in freezing water are the same as Tier 1–2. 
  Climbing the Walls (CR 2 or CR 5)
  Climbing the walls presents the next hardest way to 
  enter the city. Irrisen is 90% surrounded by imposing 
  bone-white stone walls guarded day and night by the 
  hardy and ruthless Iron Guard. The walls are 40 feet 
  tall and climbing them requires a DC 25 Climb check 
  as there are no adequate hand- or footholds. The last 10 
  feet of climbing requires an opposed Stealth check. Use 
  the Perception checks for the Iron Guard corporals on 
  page 7 as the base attentiveness of the average Iron Guard 
  soldier on the wall. Should the PC fail the Stealth check, 
  one or more Iron Guards notice that PC and sound the 
  are familiar with the harsh weather conditions of the 
  frigid nations of northern Avistan. The average daytime 
  temperature in Whitethrone during this adventure is just 
  above freezing and the average nighttime temperature 
  hovers right around –5 degrees Fahrenheit. Many of the 
  encounters during this scenario take place outside, so the 
  PCs will need to be prepared to face the elements (and 
  GMs might want to brush up on their cold weather rules 
  on page 442 of the Pathfinder RPG Core Rulebook).
  Additionally, the PCs who played Written in Blood 
  should still be hauling around expert historian Rognvald 
  Skagni’s chest that Venture-Captain Drandle Dreng asked 
  them to deliver. The chest of documents presents a small 
  challenge to the PCs. The chest is 2 feet wide, 4 feet long, 
  and 3 feet deep. It’s made of heavy oak, bound with iron, 
  and locked with an enormous, finely crafted steel lock. 
  The chest weighs around 100 pounds and it’s imperative 
  the PCs keep it safe—failing to do so means a loss of 
  respect within the Society.
  Once the PCs are ready, proceed to Act 1.
  act 1: GettinG in
  The PCs find themselves outside the city walls of 
  Whitethrone, intent on finding a way in without getting 
  caught or killed by the Iron Guard. Pathfinders are 
  banned from Whitethrone after Caggrigar and his Shadow 
  Lodge agents successfully convinced the Iron Guard 
  that the Pathfinder Society was rampaging through the 
  Lands of the Linnorm Kings and would soon bring their 
  thieving, murdering ways to Whitethrone itself. If the 
  PCs are arrested and the Iron Guard discovers they are 
  Pathfinders (by admission or by possessing a wayfinder), 
  the Iron Guard immediately attack.
  This act is an opportunity for the PCs to roleplay with 
  several different groups entering the city, an opportunity 
  for the PCs to use creative problem solving to enter the 
  city unseen, or both.
  The Harbor (CR 3 or CR 6)
  Whitethrone’s harbor on Glacier Lake is certainly the 
  largest breach in the city’s walls, but it also presents 
  the most difficult means of entering the city. Moving, 
  churning ice chokes the harbor, breaking apart and 
  crashing together without warning, sending the 
  unprepared trespasser to a watery grave in frigid waters. 
  The Royal Palace—the seat of the queen of Irrisen—sits 
  in the center of the harbor. Constructed entirely of ice 
  and reaching a height far above the surface of the water, 
  the palace provides a clear view of the frozen lake below. It 
  takes a DC 20 Survival check to find a safe path across the 
  ice, an opposed Stealth check to then make it across the 
  ice without being spotted by someone in the palace (using 
  
  Market Square
  (Act 1)
  The Howlings
  (Act 4)
  Aunt Marny’s 
  Bitter Brew 
  (Act 3)
  The Merchants’ 
  Quarter
  (Act 2)
  X
  X
  X
  X
  PAthfinder Society ScenArio
  6
  
  ShAdeS of ice, PArt ii: exileS of Winter
  7
  to make an Iron Guard friendly, a bribe of at least 10 gp 
  is required for that guard to look the other way and wave 
  the PCs into the city.
  Don a Merchant Disguise: By far, most of the traffic 
  entering Whitethrone on a given day is local merchant 
  traffic or merchants from neighboring realms. Most 
  merchants are recognizable to the gate guards who work 
  the gates day in and day out and see the same faces often. 
  Though these Iron Guards are typically suspicious of new 
  merchants approaching the gates, they don’t immediately 
  assume that a new merchant is a threat and will likely 
  treat PCs disguised as merchants with angry indifference. 
  The Iron Guards are indifferent to new merchants and 
  need to be made friendly in order to admit the PCs to the 
  city. On admittance, though, the Iron Guards ask the PCs 
  nation of origin, the nature of their merchant business 
  in Whitethrone, how long they intend to stay, and then 
  requires them to report to the Iron Barracks to receive 
  a license to operate as a merchant in the city. Should the 
  PCs fail to arrive at the Iron Barracks, the Iron Guard 
  starts looking for them at nightfall as the ledger from the 
  gate is compared to the ledger at the Barracks.
  Anything Else: Your players might surprise you and 
  come up with an entirely different way to enter the city—
  something not covered above. If this happens, be flexible 
  and challenging, but don’t immediately assume that it 
  can’t work if it’s not one of the ideas above.
  The Iron Guard
  If the PCs at any time incur the wrath of the Iron Guard, 
  these stats represent the typical group of Iron Guards 
  who arrive to deal with them. In general, the Iron Guards 
  kill first and ask questions later. Should the PCs defeat a 
  squad of Iron Guards, they have 1 minute before another 
  squad arrives and are better off fleeing the scene of the 
  fight than staying to battle another group.
  Tier 1–2 (CR 2)
  iron Guard corporal 
  cr 1
  Female human fighter 2
  NE Medium humanoid (human)
  init +0; Senses Perception +3
  defenSe
  ac 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
  hp 21 each (2d10+6)
  fort +5, ref +0, Will +1; +1 vs. fear, 
  defensive abilities bravery +1
  OffenSe
  Speed 20 ft.
  melee mwk longsword +6 (1d8+2/19–20), armor spikes +4 
  (1d6+2/×2)
  ranged light crossbow +2 (1d8/19–20)
  alarm. If the PC reaches the top of the wall safely, she 
  must make two more successful opposed Stealth checks 
  to sneak along the wall and then descend the steps into 
  the city without being noticed. Getting caught in either 
  instance results in the alarm being sounded and, likely, 
  in melee combat as the nearest guards arrive to kill the 
  PCs (see below).
  An alternative route over (or rather through) the wall is 
  the breach in the Howlings district. In the northeast face 
  of the bone-white walls there’s a gap where the winter wolf 
  denizens of Whitethrone have unfettered access to and 
  from the city. Though many smugglers also use the gap, 
  they do so with the appropriate bribes and understood 
  capitulation to the rules of the Howlings. This would be 
  a dangerous, most likely deadly, decision for the PCs as 
  they haven’t paid the bribes, likely don’t know the rules, 
  and would be detected in one sniff by a magically altered 
  winter wolf in human form. Should the PCs choose to 
  enter Whitethrone through this gap, have them make a 
  DC 15 Knowledge (local) check to remember how insanely 
  dangerous such a choice would be. Those who either 
  ignore the danger or remain unaware of it and still try 
  to enter through the gap are automatically spotted by the 
  winter wolves. The wolves notify the Iron Guard, who come 
  running, ready for combat (see The Iron Guard below).
  Bluffing Their Way In (CR 2 or CR 5)
  Though still a difficult act, bluffing or bribing their way 
  into the city is the easiest avenue for the PCs to enter Irrisen. 
  There are a few key ways they can accomplish this, but they 
  are only achievable during the day as the gates are all closed 
  after sunset. While attempting any of these methods of 
  accessing the city, if the PCs admit they are Pathfinders, the 
  Iron Guards at the gate immediately attack them.
  Bribe a Merchant Caravan: With the right combination 
  of skills and gold, the PCs could fairly easily bribe a 
  merchant caravan for access to the city. The typical 
  merchant headed into Whitethrone isn’t exactly enamored 
  with the powers that be and, due to their low standing, 
  merchants here have to work very hard to pull in a decent 
  profit. A good Bluff or Diplomacy check combined with a 
  handful of coins might convince a merchant in whatever 
  way he needs to be that smuggling the PCs in as secret 
  cargo or disguised as guards or fellow merchants is worth 
  his time. The typical merchant captain has a Charisma 
  score of 12 and a total Diplomacy score of +7. Merchant 
  captains begin as indifferent and need to be made friendly 
  in order to help the PCs enter the city.
  Bribe the Iron Guard: This method is tricky and 
  fraught with peril. Iron Guards begin as hostile to the 
  PCs and need to be made friendly before they’ll even 
  consider a bribe. Offering a bribe to an Iron Guard will 
  bring immediate retribution (see below). If a PC manages 
  
  PAthfinder Society ScenArio
  8
  tacticS
  Before combat The corporal orders the PCs to drop their 
  weapons even as she and the recruits are drawing theirs 
  and preparing to attack.
  during combat The corporal shouts commands at her 
  recruits and stays in the thick of the fight with them. She 
  knows she’s a hard target and isn’t afraid to go toe-to-toe 
  with the toughest PC. If reduced to fewer than 5 hit points, 
  the corporal tries to drink her potion of cure light wounds on 
  her next action.
  morale Honor-bound to protect Whitethrone, the corporal 
  fights to the death.
  StatiSticS
  Str 14, dex 10, con 15, int 10, Wis 13, cha 12
  Base atk +2; cmB +4; cmd 14
  feats Cleave, Persuasive, Power Attack, Weapon Focus 
  (longsword)
  Skills Diplomacy +3, Intimidate +8, Knowledge (local) +1, 
  Perception +3, Sense Motive +2
  Languages Common
  combat Gear potion of cure light wounds; Other Gear 
  masterwork spiked banded mail, heavy wooden shield, mwk 
  longsword, light crossbow
  iron Guard recruits (2) 
  cr 1/3
  Male human warrior 1
  NE Medium humanoid (human)
  init +0; Senses Perception +2
  defenSe
  ac 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 12 each (1d10+2)
  fort +4, ref +0, Will +1
  OffenSe
  Speed 20 ft.
  melee longsword +4 (1d8+2/19–20), dagger +3 (1d4+2/19–20)
  ranged dagger +1 (1d4+2/19–20)
  tacticS
  Before combat The recruits draw their weapons and move to 
  flank the toughest-looking PC.
  during combat The recruits work together to flank and attack 
  one opponent at a time.
  morale So long as the corporal is alive, the recruits fight to the 
  death. If the corporal is dead, the recruits flee or surrender 
  if reduced to 3 hit points or fewer.
  StatiSticS
  Str 14, dex 10, con 15, int 10, Wis 13, cha 12
  Base atk +1; cmB +3; cmd 13
  feats Power Attack, Weapon Focus (longsword)
  Skills Intimidate +5, Knowledge (local) +4, Perception +2, 
  Sense Motive +2
  Languages Common
  Other Gear scale mail, heavy wooden shield, longsword, 
  dagger
  Tier 4–5 (CR 5)
  iron Guard Sergeant 
  cr 3
  Male human fighter 4
  NE Medium humanoid (human)
  init +0; Senses Perception +3
  defenSe
  ac 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 42 (4d10+16)
  fort +7, ref +1, Will +4; +1 vs. fear, 
  defensive abilities bravery +1
  OffenSe
  Speed 30 ft.
  melee mwk longsword +8 (1d8+2/19–20), armor spikes +6 
  (1d6+2/×2)
  ranged mwk light crossbow +5 (1d8/19–20)
  tacticS
  Before combat The sergeant orders the PCs to drop their 
  weapons even as he and the corporals are drawing theirs 
  and preparing to attack.
  during combat The sergeant shouts commands at his recruits 
  and stays in the thick of the fight with them. He knows he’s a 
  hard target and isn’t afraid to go toe-to-toe with the toughest 
  PC. If reduced to fewer than 15 hit points, the sergeant tries 
  to drink his potion of cure moderate wounds on his next action.
  morale Honor-bound to protect Whitethrone, the sergeant 
  fights to the death.
  StatiSticS
  Str 14, dex 10, con 16, int 10, Wis 13, cha 12
  Base atk +4; cmB +6; cmd 16
  feats Cleave, Great Cleave, Iron Will, Persuasive, Power 
  Attack, Weapon Focus (longsword)
  Skills Diplomacy +4, Intimidate +10, Knowledge (local) +1, 
  Perception +3, Sense Motive +5
  Languages Common
  SQ armor training 1
  combat Gear potion of cure moderate wounds; Other Gear 
  masterwork spiked scale mail, heavy wooden shield, masterwork 
  longsword, masterwork light crossbow with 10 bolts
  iron Guard corporals (2) 
  cr 1
  hp 21 each (use the stats from Tier 1–2)
  Mission Notes: Taldor faction PCs need to acquire a 
  badge of office from one of the Iron Guard soldiers; doing 
  so earns members of the Taldor faction 1 Prestige Award.
  Rewards: If the PCs defeat an Iron Guard patrol, reward 
  each tier thusly:
  Tier 1–2:
  Give each player 80 gp.
  Tier 4–5: 
  Give each player 228 gp.
  
  ShAdeS of ice, PArt ii: exileS of Winter
  9
  Mission Notes: Cheliax faction PCs need to find a quiet 
  place in Whitethrone to construct the summoning circle 
  with the powder provided by Zarta Dralneen with a DC 
  10 Spellcraft check. Failure on the check means some of 
  the powder touched exposed skin, dealing 1d6 points of 
  fire damage and burning so painfully that the person it 
  touched takes a –1 penalty on all attack rolls for the next 
  24 hours. This Spellcraft check may be made untrained 
  with a –2 penalty. Cheliax faction PCs who successfully 
  construct the summoning circle earn 1 Prestige Award.
  Taldor faction PCs need to acquire a badge of office 
  from an Iron Guard soldier if they didn’t do so in 
  Act 1. Procuring one earns members of the faction 1 
  Prestige Award.
  Rewards: If the PCs defeat an Iron Guard patrol, reward 
  each tier thusly:
  Tier 1–2: 
  Give each player 80 gp.
  Tier 4–5: 
  Give each player 228 gp.
  Note: The PCs may only receive this reward once and 
  there is no extra reward for fighting additional patrols 
  during Act 2. Should the PCs enter the city and reach the 
  brewery without being attacked, roll the full reward for 
  the appropriate tier into a future encounter so they’re not 
  punished for being smart or stealthy.
  act 3: auntie marny’S 
  Bitter BreW
  A large, dilapidated building sits crammed between equally 
  dilapidated warehouses and flophouses. Its doors are chained 
  shut, its windows are filled with broken glass and boarded 
  from the inside, and its facade is faded, crumbling, and 
  encrusted with icicles. Faded, hard-to-read letters are painted 
  10 feet tall across the top of the ruined structure—they read: 
  Auntie Marny’s Bitter Brew.
  Auntie Marny’s Bitter Brewery went out of business 
  a decade ago and the main floor brew house and 
  underground storehouses were empty and unused until 
  6 months ago when Caggrigar chose the abandoned 
  brewery as the perfect location for Whitethrone’s 
  Shadow Lodge. The painted letters out front once read 
  “Auntie Marny’s Bitter Brewery” but the “-ery” faded 
  to obscurity, so the building’s entropic state has lent a 
  bit of unfair criticism to the brewery’s once frothy and 
  delicious product.
  In the past few months, the Shadow Lodge agents 
  here and their goblin allies, led by a hideous mutated 
  beast named Glorfan (who claims to be half troll but is, 
  Note: The PCs may only receive this reward once and 
  there is no extra reward for fighting additional patrols in 
  Act 1 (though they may face another one in Act 2). Should 
  the PCs enter the city without being attacked, roll the full 
  reward for the appropriate tier into a future encounter so 
  they’re not punished for being smart or stealthy.
  act 2: Sneak and Peek  
  (cr 2 Or cr 5)
  Depending on how the PCs handled Act 1, they may 
  need to sneak across the city and find the Shadow 
  Lodge’s location on Runa White’s map. If the PCs 
  entered the city disguised as merchants, they should 
  have no problem traveling straight to the brewery (see 
  Act 3). However, if the PCs came into the city by any 
  other manner, they need to either break away from the 
  merchants that smuggled them in or remain stealthy 
  as they carefully move through a city that has outlawed 
  their very presence.
  The difficulty of successfully finding the brewery 
  without attracting any Iron Guard attention depends on 
  where the PCs entered Whitethrone. Consult the map 
  of Whitethrone on page 6. For every block the PCs need 
  to travel to reach the brewery, they must each make a 
  Stealth check. Use the lowest Stealth roll of the party 
  to determine the final Stealth check. In Tier 1–2, they 
  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 
  unwanted attention as the PCs are spotted by an Iron 
  Guard patrol (see below). Should the PCs travel through 
  any part of the Howlings, increase the Stealth check 
  needed to 20 for Tier 1–2 and 25 for Tier 4–5 to account 
  for the inhabitants’ scent ability.
  Creatures: Should the PCs draw unwanted attention 
  from an Iron Guard patrol, they’re attacked by the same 
  patrol as in Act 1.
  Tier 1–2 (CR 2)
  iron Guard corporal 
  cr 1
  hp 21 (use the stats on page 7)
  iron Guard recruits (2) 
  cr 1/3
  hp 12 each (use the stats on page 8)
  Tier 4–5 (CR 5)
  iron Guard Sergeant 
  cr 3
  hp 42 (use the stats on page 8)
  iron Guard corporals (2) 
  cr 1
  hp 21 each (use the stats on page 7)
  
  Auntie Marny’s Bitter Brewery
  Whitethrone Shadow Lodge
  1 square = 5 feet
  1 square = 5 feet
  3a
  3b
  3d
  3e
  3f
  3g
  3c
  PAthfinder Society ScenArio
  10
  
  RabieS
  type disease, injury (bite); Save Fortitude DC 14
  Onset 2d6 weeks; frequency 1/day
  effect 1 Con damage plus 1d3 Wis damage (minimum 
  reduction to 1 Wis); cure 2 consecutive saves
  ShAdeS of ice, PArt ii: exileS of Winter
  11
  3b. Brewery
  The remnants of a once-working brewery are neatly organized 
  around this large, warehouse-like room. Huge metal 
  colanders, giant steel pots, enormous fermenting vessels, and 
  a massive steam boiler stand covered in cobwebs and dust, 
  their edges coated in rust and their support joints and screws 
  popping and bending under years of neglect. At the north end 
  of the room, the floor slopes down to large roller-doors that 
  are chained and boarded shut and the southeast corner of 
  the room holds three tables covered in empty bottles, faded 
  labels, and broken glass. High above the room, thick oaken 
  rafters span east to west and support enormous wooden 
  arches that reach up thirty feet above the floor to the ceiling, 
  the roof pock-marked with holes and bird’s nests.
  By all appearances, this room is nothing more than an 
  abandoned brewery, a facade the Shadow Lodge worked 
  hard to maintain even as they dug out and expanded the 
  areas belowground.
  Guard Dogs (CR 2 or CR 5)
  The first thing the PCs face here are the brewery’s guard 
  dogs, who inch out of the shadows beneath the broken 
  down metal equipment near the west wall and slaver and 
  snarl at the PCs.
  Creatures: The Shadow Lodge uses trained dogs here to 
  keep the homeless and the curious away. Unfortunately, 
  due to a lack of care and some bad luck, these dogs are all 
  infected with rabies that they caught from a group of bats 
  Vermund released here after studying them down in his 
  library. The three dogs are all that remain of 10—once 
  they were infected and started going mad, they became 
  incredibly territorial and fought each other until only 
  three diseased, mangy animals remained, each with a 
  territory staked out beneath the fermenting vessels and 
  other equipment. The dogs are slowly dying from the 
  rabies, but are formidable opponents for the PCs as they 
  attack recklessly and viciously to protect their territory.
  Tier 1–2 (CR 2)
  rabid dogs (3) 
    
  cr 1/2
  hp 6 (Pathfinder RPG Bestiary 87)
  SPeciaL
  These dogs have rabies—see the sidebar above for details.
  in fact just a goblin warped by foul Lamashtan rituals), 
  spent their time digging out additional areas beneath 
  the brewery for housing, study, and storage. During 
  their excavations, they hit a large underground cavern 
  that connected to a series of icy, salt-encrusted tunnels 
  that led deep below the city, but not deep enough to 
  connect to the Darklands. Caggrigar and his most 
  loyal agents sealed this area, protecting it from all 
  types of intrusion both magical and mundane, and 
  stored their most prized (and often most dangerous) 
  relics, artifacts, and magic items collected from 
  around Golarion. In essence, the Shadow Lodge had 
  its own vaults now, just like the Pathfinder Society 
  in Absalom. An enchanted and warded cold iron door 
  bars access to the vault, and the areas beyond the door 
  are outside the scope of this adventure.
  Caggrigar left soon after to see to other Shadow Lodge 
  business and a month ago the woman he left in charge, 
  Melkorka Skur, took the remaining reliable agents 
  and set out for the Keep of the Huskarl King far to the 
  northeast in the Realm of the Mammoth Lords (see 
  Shades of Ice Part III: Keep of the Huskarl King). This left a 
  handful of low-ranking agents and recruits in the lodge 
  under the indifferent and lazy command of Vermund, 
  a filthy, smelly blight druid from the Verduran Forest 
  who spends all of his days in his overly heated library 
  sorting and caring for his massive insect collection. 
  Vermund’s indifference has led to serious lapses in 
  the lodge’s security—lapses the PCs should be able to 
  exploit—but there are several traps and dangers the PCs 
  will still need to face in order to find and rescue the 
  missing historian.
  3a. Taproom
  A mass of broken tables, chairs, and barstools clutter the 
  center of this dusty room, and a crumbling bar still stands 
  in front of a broken mirror on the north wall. Three small 
  alcoves in the southwest corner once served as semiprivate 
  bar booths but now host only rubble. The door to a storage 
  room in the northwest corner hangs loose on its hinges, 
  the smell of rotting refuse wafting from within. Two sets of 
  double doors lead to the street to the south and farther into 
  the building to the north.
  This room was once a modest taproom, where 
  Auntie Marny served her bitter brews and allowed 
  customers to mingle near the endlessly f lowing 
  alcohol. When the brewery went out of business, 
  much of the furniture within was junked and used 
  for firewood by the city’s poor, and any remaining 
  beer has long ago been plundered or leaked out of its 
  containers and evaporated.
  
  PAthfinder Society ScenArio
  12
  Tier 4–5 (CR 5)
  rabid riding dogs (3) 
    
  cr 2
  hp 13 (Pathfinder RPG Bestiary 87)
  SPeciaL
  These riding dogs have rabies—see the sidebar on page 11 for 
  details.
  Development: The PCs have 1 round to recover after the 
  fight with the dogs before the goblins attack (see below).
  Goblin Muggers (CR 2 or CR 5)
  The second wave of attacks come from above as the goblin 
  lookouts perched in the shadowy rafters above begin 
  firing their bows.
  Creatures: There are several goblins here, hidden in the 
  rafters where the rabid dogs couldn’t reach them. They 
  remain hidden throughout the PCs’ fight with the dogs, 
  attacking 1 round after the last dog is slain, preferring 
  ranged weapons from the safety the rafters provide.
  Tier 1–2 (CR 2)
  Goblins (4) 
    
  cr 1/3
  hp 6 (Pathfinder RPG Bestiary 156)
  Tier 4–5 (CR 5)
  Goblin Bombers (3) 
    
  cr 2
  Goblin alchemist 3 (Advanced Player’s Guide 26)
  NE Small humanoid (goblinoid)
  init +8; Senses darkvision 60 ft.; Perception +0
  defenSe
  ac 21, touch 15, flat-footed 17 (+4 armor, +4 Dex, +2 natural, 
  +1 size)
  hp 32 each (3d8+15)
  fort +7, ref +7, Will +1; +2 vs. poison
  OffenSe
  Speed 30 ft.
  melee short sword +3 (1d4/19–20)
  ranged bomb +9 (2d6+1 fire)
  Special attacks bomb 4/day (2d6+1 fire and catch fire, DC 12, 
  10-ft. radius)
  alchemist extracts known (CL 3rd)
  1st—cure light wounds, endure elements, expeditious retreat, jump
  tacticS
  Before combat Once the bombers see the PCs, they drink 
  their Constitution mutagens and wait for the PCs to kill the 
  rabid dogs before attacking.
  during combat The bombers stay in the rafters as long as 
  they can, hurling bombs and alchemist’s fire at the PCs. 
  Should the PCs retreat into the room to the south, the 
  goblins run across the rafters and drop into the trash along 
  the north wall to go after them.
  morale The goblin bombers fight to the death, but if there is 
  only one remaining, he runs for the stairs and attempts to 
  warn Vermund about the PCs.
  Base Statistics When not under the effects of its mutagen, 
  a goblin bombers stats are: ac 19, touch 15, flat-footed 15 
  (+4 armor, +4 Dex, +1 size); hp 26 each; fort +5; con 14, 
  cha 6
  StatiSticS
  Str 10, dex 19, con 18, int 13, Wis 10, cha 4
  Base atk +2; cmB +1; cmd 15
  feats Brew Potion, Improved Initiative, Throw Anything, 
  Weapon Focus (bomb)
  Skills Climb +3, Craft (alchemy) +7, Ride +11, Stealth +15, 
  Swim +3; racial modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ alchemy (alchemy crafting +3, identify potions), mutagen 
  (+4/–2, +2 natural, 30 minutes), discoveries (explosive 
  bomb*), poison use, swift alchemy
  combat Gear potions of cure light wounds (2), alchemist fire (3), 
  tanglefoot bag (2), thunderstone (3); Other Gear +1 studded 
  leather, short sword
  Development: If one of the goblins manages to escape 
  and flee down the stairs to warn Vermund, all creatures 
  encountered after this are ready and waiting for the PCs.
  Rewards: If the PCs defeat the goblins, reward each tier 
  thusly:
  Tier 1–2: 
  Give each player 18 gp.
  Tier 4–5: 
  Give each player 384 gp.
  3c. Keg Storage (CR 1 or CR 4)
  The kegs in this room are almost all cracked or broken in some 
  way, and all are empty. Trash stands piled in the northwest 
  corner of the room in front of a crumbling fireplace. An open 
  door in the east wall gives ingress to a landing of downward-
  leading stairs.
  Trap: The Shadow Lodge agents rigged a trap here to 
  drop the stack of empty kegs onto anyone who doesn’t 
  know exactly where to step in the trapped 10-foot square. 
  Once triggered, the kegs thunder down atop anyone in 
  the trapped area and smash the open door on the east 
  wall into pieces.
  Tier 1–2 (CR 1)
  falling kegs trap 
    
  cr 1
  type mechanical; Perception DC 15; disable device DC 15
  
  ShAdeS of ice, PArt ii: exileS of Winter
  13
  Tier 1–2 (CR 3)
  Vermund 
    
  cr 1
  Male human druid (blight druid) 2 (Advanced Players Guide 98)
  NE Medium humanoid (human)
  init +2; Senses Perception +6
  defenSe
  ac 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 21 (2d8+9)
  fort +7, ref +2, Will +5
  OffenSe
  Speed 20 ft.
  melee mwk sickle +1 (1d6–1)
  ranged sling +3 (1d4–1) or
  magic stone sling +4 (1d6+1)
  Special attacks destructive smite (+1, 5/day)
  druid Spells Prepared (CL 2nd; concentration +4)
  1st—cure light wounds, magic stone, summon nature’s ally I, 
  true strikeD
  0 (at will)—flare (DC 12), guidance, read magic, resistance
  d Domain Spell; domain Destruction
  tacticS
  Before combat If Vermund knows the PCs are coming, 
  he summons a dire rat and then hides behind the 
  westernmost bookshelf.
  during combat Vermund lets his agents fight in melee and 
  tries to stay back, using his magic stones and sling to hit 
  PCs who are out of melee combat and casting cure light 
  wounds if one of his agents looks seriously hurt. If there are 
  particularly tough PCs, he hits them with flare whenever it 
  makes sense to do so. If reduced to fewer than 5 hit points, 
  Vermund attempts to drink his potion of cure moderate 
  wounds on his next action.
  morale Vermund fights to the death.
  StatiSticS
  Str 8, dex 14, con 15, int 10, Wis 15, cha 12
  Base atk +1; cmB +0; cmd 12
  feats Great Fortitude, Toughness
  Skills Climb +1, Handle Animal +5, Knowledge 
  (dungeoneering) +4, Knowledge (geography) +4, Knowledge 
  (nature) +6, Linguistics +1, Perception +6, Spellcraft +4, 
  Survival +8, Swim +1
  Languages Common, Druidic, Skald
  SQ nature bond (Destruction domain), nature sense, vermin 
  empathy +3, woodland stride
  combat Gear potion of cure moderate wounds; Other Gear 
  masterwork hide armor, masterwork sickle, sling with 10 
  bullets, 700 gp
  Shadow Lodge agents (2) 
  cr 1/2
  Human warrior 2
  CN Medium humanoid (human)
  init +0; Senses Perception –1
  effectS
  trigger touch; reset none
  effect Atk +10 melee (3d6); multiple targets (all targets in a 
  10-ft. square)
  Tier 4–5 (CR 4)
  falling kegs trap 
    
  cr 4
  type mechanical; Perception DC 25; disable device DC 20
  effectS
  trigger touch; reset none
  effect Atk +15 melee (3d6); multiple targets (all targets in a 
  10-ft. square)
  Development: If the PCs set off the trap, give Vermund 
  and the Shadow agents in area 3d a chance to hear the 
  kegs falling. If any of the men in the room succeed at a DC 
  20 Perception check, Vermund and his agents are ready 
  for the PCs when they enter.
  3d. Makeshift Library (CR 3 or CR 6)
  This brick-walled room is fifty feet long and twenty-five feet 
  wide and the ceiling stands twenty feet tall. Abandoned metal 
  braces, likely once used to hold up shelves of items, are 
  studded along the north and south brick walls. A fresh, new-
  looking wooden door is closed on the south wall. The entire 
  room smells of unwashed flesh and possesses a faint, sickly-
  sweet odor. The room is unbelievably hot, a sharp contrast 
  to the cold brewery above. Makeshift shelves stand on east 
  and west ends of the room, some of them sparsely filled with 
  books. A large, round wooden table sits in the middle of the 
  room, surrounded by chairs. Along the entire length of the 
  north wall are stacked cages, jars, buckets, bottles and various 
  bits of masonry, all teaming with a wide variety of insects.
  With the departure of Caggrigar and Melkorka, 
  Vermund has taken this room for his own. He keeps the 
  fireplace along the north wall roaring day and night to 
  keep the cold away from both himself and his insects. 
  Vermund’s companions sweat profusely, though the 
  druid seems completely unaffected by the heat. Dozens 
  of species of insects fill the receptacles along the north 
  wall, many of them dead simply from being crammed 
  as a seething mass into any available object that would 
  hold them.
  Creatures: Vermund is here with the only remaining 
  Shadow Lodge agents who prefer to hangout with the 
  creepy insect-obsessed blight druid than the malformed 
  Glorfan and his goblin slaves in area 3f. In Tier 4–5, 
  Vermund desperately breaks open some of his insect 
  containers, releasing a swarm of biting insects that 
  functions like a spider swarm.
  
  PAthfinder Society ScenArio
  14
  defenSe
  ac 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
  hp 22 each (2d10+7)
  fort +4, ref +0, Will +0
  OffenSe
  Speed 30 ft.
  melee mwk warhammer +5 (1d8+1/×3) or
  dagger +3 (1d4+1/19–20)
  ranged dagger +2 (1d4+1/19–20)
  tacticS
  Before combat If the agents know the PCs are coming, they 
  draw their weapons and hide behind the bookshelf closest 
  to the fireplace to ambush the PCs.
  during combat The agents attack the nearest PC and 
  continue this tactic for the entire combat.
  morale The agents are idealists, but not stupid. They 
  surrender if reduced to 3 hit points or less.
  StatiSticS
  Str 13, dex 10, con 12, int 9, Wis 10, cha 11
  Base atk +2; cmB +3; cmd 13
  feats Toughness, Weapon Focus (warhammer)
  Skills Intimidate +4, Knowledge (dungeoneering) +3, 
  Knowledge (local) +3, Linguistics +0
  Languages Common, Skald
  Gear studded leather, heavy wooden shield, masterwork 
  warhammer, dagger, 44 gp
  Tier 4–5 (CR 6)
  Vermund 
  cr 3
  Male human druid (blight druid) 4 (Advanced Players Guide 98)
  NE Medium humanoid (human)
  init +6; Senses Perception +9
  defenSe
  ac 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 37 (4d8+16)
  fort +8, ref +3, Will +7; +4 vs. fey and plant–targeted effects
  defensive abilities resist nature’s lure
  OffenSe
  Speed 20 ft.
  melee mwk scythe +3 (2d4–1/×4)
  ranged sling +5 (1d4–1) or
  magic stone sling +6 (1d6+1)
  Special attacks destructive smite (+2, 6/day), wild shape 4 
  hours/day
  druid Spells Prepared (CL 4th; concentration +7)
  2nd—barkskin, summon swarm (2), shatterD
  1st—cure light wounds, magic stone, summon nature’s ally I (2), 
  true strikeD
  0 (at will)—flare (DC 13), guidance, read magic, resistance
  d Domain spell; domain Destruction
  tacticS
  Before combat If Vermund knows the PCs are coming, 
  he casts barkskin on himself (not figured into his 
  stats), summons a dire rat, and then hides behind the 
  westernmost bookshelf.
  during combat Vermund lets the agents fight in melee 
  and tries to stay back, casting summon swarm to summon 
  spider swarms and using his magic stones and sling to hit 
  PCs who are out of melee combat. He also casts cure light 
  wounds if one of his agents looks seriously hurt. If there are 
  particularly tough PCs, he activates his feather token and 
  directs it after that PC, then hits him with flare whenever it 
  makes sense to do so. If reduced to fewer than 5 hit points, 
  Vermund attempts to drink his potion of cure moderate 
  wounds on his next action.
  morale Vermund fights to the death.
  StatiSticS
  Str 8, dex 14, con 15, int 10, Wis 16, cha 12
  Base atk +3; cmB +2; cmd 14
  feats Great Fortitude, Improved Initiative, Toughness
  Skills Climb +2, Handle Animal +6, Knowledge 
  (dungeoneering) +5, Knowledge (geography) +5, Knowledge 
  (nature) +7, Linguistics +1, Perception +9, Spellcraft +5, 
  Survival +10, Swim +2
  Languages Common, Druidic, Skald
  SQ nature bond (Destruction domain), nature sense, vermin 
  empathy +5, woodland stride, trackless step
  combat Gear feather token (whip), potion of cure moderate 
  wounds; Other Gear +1 hide armor, masterwork scythe, sling 
  with 10 bullets, 339 gp
  Shadow Lodge agents (2) 
  cr 2
  Human ranger 2/warrior 1
  CN Medium humanoid (human)
  init +2; Senses Perception +7
  defenSe
  ac 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 25 each (3 HD; 2d10+1d10+5)
  fort +5, ref +5, Will +2
  OffenSe
  Speed 30 ft.
  melee mwk warhammer +4 (1d8+1/×3), mwk light hammer 
  +4 (1d4)
  ranged dagger +5 (1d4+1/19–20)
  Special attacks favored enemy (humans +2)
  tacticS
  Before combat If the agents know the PCs are coming, 
  they drink their potions of bull’s strength and potions 
  of invisibility (not figured into their stats), draw their 
  weapons, and hide behind the bookshelf closest to the 
  fireplace to ambush the PCs.
  during combat The agents attack the nearest PC and 
  continue this tactic for the entire combat.
  morale The agents are idealists, but not stupid. They 
  surrender if reduced to 3 hit points or fewer.
  
  ShAdeS of ice, PArt ii: exileS of Winter
  15
  StatiSticS
  Str 13, dex 15, con 10, int 10, Wis 14, cha 12
  Base atk +3; cmB +5; cmd 17
  feats Toughness, Two-Weapon Fighting, Weapon Focus 
  (warhammer), Weapon Focus (light hammer)
  Skills Climb +6, Handle Animal +6, Intimidate +6, Knowledge 
  (dungeoneering) +5, Knowledge (local) +5, Knowledge 
  (nature) +5, Linguistics +1, Perception +7, Survival +7
  Languages Common, Skald
  SQ track +1, wild empathy +3
  combat Gear potion of bull’s strength, potion of invisibility; 
  Other Gear +1 studded leather, masterwork warhammer, 
  masterwork light hammer, daggers (6)
  Biting insects Swarm 
  cr 1
  Spider swarm (Pathfinder RPG Bestiary 258)
  hp 9
  Development: If Vermund or any of the agents are 
  captured alive, they can be persuaded to tell the PCs 
  pretty much anything they need to know. They know the 
  historian Rognvald Skagni is in area 3f, a slave among 
  the Blood Ram slaves who is about to be shipped south 
  for sale by Glorfan, the hideous mutant goblin that runs 
  the slaving operation. The agents know the lodge was 
  established by Caggrigar and his allies and was run by 
  Melkorka Skur until she recently left with all of the “good 
  agents” to explore the Keep of the Huskarl King in the 
  Realm of the Mammoth Lords to the northeast. Vermund 
  knows that the Keep is home to an enormous clutch of 
  recently uncovered white dragon eggs that came to light 
  when the glacier that encased the keep for a thousand 
  years receded and opened it once more for exploration. 
  Vermund doesn’t know what the Shadow Lodge leaders 
  want with the white dragon eggs, but imagines it can’t 
  be good.
  Mission Notes: Cheliax faction PCs can hide the letter 
  from Zarta Dralneen here. No non-Cheliax faction PCs 
  can see this happen, though, in order for the mission 
  to be a success. Hiding the letter without being caught 
  earns Cheliax faction PCs 1 Prestige Award.
  Vermund knows the Shadow Lodge in Whitethrone gets 
  all of its supplies from an underground supplier named 
  Grandmaster Torch in Absalom, should Qadira faction 
  PCs ask him that question. Discovering the identity of 
  the Shadow Lodge’s supplier earns Qadira faction PCs 1 
  Prestige Award. 
  Taldor faction PCs will likely want to ensure that 
  Vermund dies, but only after admonishing him for the 
  scar he gave Vice-Duke Wardric Hammersbound in 
  the Verduran Forest—Vermund, for his part, doesn’t 
  remember that incident at all. If a Taldor faction PC 
  reprimands Vermund and the Shadow Lodge druid does 
  not survive the encounter, award each Taldor faction PC 
  1 Prestige Award.
  Rewards: If the PCs defeat Vermund and his agents, 
  reward each tier thusly:
  Tier 1–2: 
  Give each player 253 gp.
  Tier 4–5: 
  Give each player 647 gp.
  3e. Living Quarters (CR 1 or CR 4)
  The new door in area 3d leads into the dug-out cave the 
  Shadow Lodge and the goblins call home. The living 
  quarters were expanded through the back of a room that 
  was once a trash pit for the storage area. Now the trash 
  pit serves as a trap, while the cave beyond is makeshift 
  sleeping quarters.
  Trap: What began as a trash pit quickly became the 
  place for Vermund to dispose of the insects from his 
  collection that died (and since he has a lot of them, 
  many die every day). In organizing the defense of the 
  lodge after Vermund was left in charge, he turned his 
  dead insect pit into a pit trap to catch anyone sneaking 
  around the living quarters.
  Tier 1–2 (CR 1)
  dead insect-filled Pit trap 
  cr 1
  type mechanical; Perception DC 20; disable device DC 20
  effectS
  trigger location; reset manual
  effect 30-ft.-deep pit filled 10 feet deep with dead insects (2d6 
  falling damage); DC 20 Reflex save avoids; multiple targets 
  (all targets in a 10-ft.-square area)
  SPeciaL
  Should the dead insects at the bottom of the pit somehow be 
  removed, increase the damage to 3d6.
  Tier 4–5 (CR 4)
  dead insect-filled Pit trap 
  cr 4
  type mechanical; Perception DC 25; disable device DC 20
  effectS
  trigger location; reset manual
  effect 70-ft.-deep pit filled 10 feet high with dead insects (6d6 
  falling damage); DC 20 Reflex save avoids; multiple targets 
  (all targets in a 10-ft.-square area)
  SPeciaL
  Should the dead insects at the bottom of the pit somehow be 
  removed, increase the damage to 7d6.
  Development: The only thing of interest here is a 
  crumpled-up note from Melkorka to Vermund that reads, 
  
  PAthfinder Society ScenArio
  16
  “Do your duty. Protect the lodge. Your insect interests 
  come second to that. —Melkorka”
  Mission Notes: Cheliax faction PCs can hide the letter 
  here, but must do so without non-Cheliax faction PCs 
  seeing it. Successfully hiding the letter in secret earns 
  Cheliax factions PCs 1 Prestige Award.
  Osirion faction PCs need to climb down into the pit 
  and collect a sample of rare rime mold—this is a simple 
  task and requires only successfully descending into the 
  pit and ascending with the sample, a DC 10 Climb check. 
  Doing so earns Osirion faction PCs 1 Prestige Award.
  3f. Stores (CR 3 or CR 6)
  This large cavern was dug out to store months of supplies, 
  but since the departure of Caggrigar and Melkorka, it’s 
  been expanded considerably by the goblins to house and 
  store large quantities of slaves. At present, the north and 
  south walls are choked with slaves chained to the wall, 
  all of them (save one) Blood Ram tribe members from the 
  Lands of the Linnorm Kings. Famed historian Rognvald 
  Skagni is also a slave here and is the southeasternmost 
  slave. Skagni is in bad shape—he has several broken bones 
  in his fingers, which have turned purple and started to 
  smell funny, and he’s delirious with hunger and thirst. 
  The rest of the slaves are in only slightly better condition 
  and they are all starting to show signs of starvation.
  Creatures: Glorfan, a hideously mutated goblin who 
  claims to be half-troll, with a half-dozen vestigial limbs, 
  a comically over-sized mouth, and enormous crooked 
  teeth, is the leader of the band of goblins here and pays 
  them to help him capture and sell slaves. Glorfan grew up 
  near the Frostfur Tribe’s shrine to the goblin hero-gods 
  Hadregash, Venkelvore, Zarongel, and Zogmugot, and 
  often bathed and drank from the sacred fountain there. 
  Over time, the fell Lamashtan taint in the water deformed 
  him into a hideous beast—even by goblin standards—
  and he was exiled from the tribe. Forced to fend for 
  himself, Glorfan took to slaving and quickly established 
  a presence among the goblin tribes and winter witches of 
  Irrisen. Stronger and more intelligent than the average 
  goblin, Glorfan has been one of the few allies of his kind 
  to actually contribute significantly to the success of the 
  Shadow Lodge here and abroad.
  Tier 1–2 (CR 3)
  Glorfan 
  cr 2
  Male mutated goblin fighter (savage warrior) 2 (Advanced 
  Player’s Guide 107, Pathfinder RPG Bestiary 156)
  CE Medium humanoid (goblinoid)
  init +2; Senses darkvision 60 ft.; Perception +0
  defenSe
  ac 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 24 (2d10+9); fast healing 1
  fort +5, ref +2, Will +2; +1 vs. energy drain and death effects 
  defensive abilities spark of life +1
  OffenSe
  Speed 30 ft.
  melee 2 claw +5 (1d4+3), bite +5 (1d6+3)
  tacticS
  Before combat If Glorfan knows the PCs are coming, he hides 
  with his assistant 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 His size, strength, and unnatural healing has given 
  Glorfan too much confidence. He is not afraid of anything 
  and fights to the death.
  StatiSticS
  Str 17, dex 14, con 15, int 14, Wis 10, cha 6
  Base atk +2; cmB +5; cmd 17
  feats Intimidating Prowess, Iron Will, Toughness
  Skills Intimidate +6, Ride +11, Stealth +8, Swim +8; racial 
  modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin, Skald
  SQ Mutation
  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 
  unnaturally tough skin, and is exceptionally large for a 
  goblin. As a result, his CR is 1 higher than normal.
  Glorfan’s assistant 
  cr 1/2
  Goblin warrior 2 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +6; Senses darkvision 60 ft.; Perception +1
  defenSe
  ac 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 19 (2d10+4)
  fort +4, ref +2, Will –1
  OffenSe
  Speed 30 ft.
  melee mwk short sword +4 (1d4/19–20)
  ranged shortbow +5 (1d4/×3)
  tacticS
  during combat Glorfan’s assistant attacks whomever Glorfan 
  is attacking.
  morale Glorfan’s assistant fights so long as Glorfan is 
  fighting—if Glorfan dies, the assistant drops his weapons 
  and runs.
  StatiSticS
  Str 10, dex 15, con 13, int 10, Wis 8, cha 7
  Base atk +2; cmB +1; cmd 13
  feats Improved Initiative
  
  ShAdeS of ice, PArt ii: exileS of Winter
  17
  Skills Perception +1, Ride +5, Stealth +11; racial modifiers +4 
  Ride, +4 Stealth
  Languages Goblin
  Other Gear leather armor, light wooden shield, masterwork 
  short sword, shortbow with 20 arrows
  Tier 4–5 (CR 6)
  Glorfan 
  cr 2
  Male mutated goblin fighter (savage warrior) 4 (Advanced 
  Player’s Guide 107, Pathfinder RPG Bestiary 156)
  CE Medium humanoid (goblinoid)
  init +2; Senses darkvision 60 ft.; Perception +0
  defenSe
  ac 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
  hp 42 (4d10+16); fast healing 1
  fort +6, ref +3, Will +3; +1 vs. energy drain and death effects
  defensive abilities spark of life +1
  OffenSe
  Speed 30 ft.
  melee 2 claw +9 (1d4+4), bite +8 (1d6+4)
  tacticS
  Before combat If Glorfan knows the PCs are coming, he hides 
  with his three assistants behind the boxes on the east wall, 
  ready to ambush the PCs.
  during combat Glorfan attacks the nearest PC and does so 
  throughout the combat.
  morale Glorfan’s size, strength, and unnatural healing 
  have given him too much confidence. He is not afraid of 
  anything and fights to the death.
  StatiSticS
  Str 18, dex 14, con 15, int 14, Wis 10, cha 6
  Base atk +4; cmB +8; cmd 21
  feats Dodge, Intimidating Prowess, Iron Will, Toughness, 
  Weapon Focus (claw)
  Skills Intimidate +9, Ride +13, Stealth +10, Swim +11; racial 
  modifiers +4 Ride,+4 Stealth
  Languages Common, Goblin, Skald
  SQ armor training 1, mutation
  Gear amulet of natural armor +1, 75 gp
  SPeciaL aBiLitieS
  mutation (ex) Glorfan’s prolonged exposure to waters of Lamashtu 
  left him with a number of deformities. He gains two claw 
  attacks and one bite attack, fast healing 1, and is exceptionally 
  large for a goblin. As a result, his CR is 1 higher than normal.
  Glorfan’s assistants (3) 
  cr 1
  Goblin warrior 3 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +6; Senses darkvision 60 ft.; Perception +2
  defenSe
  ac 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 27 each (3d10+6)
  fort +4, ref +3, Will +0
  OffenSe
  Speed 30 ft.
  melee mwk short sword +7 (1d4/19–20)
  ranged shortbow +6 (1d4/×3)
  tacticS
  during combat Glorfan’s assistants attack whomever Glorfan 
  is attacking.
  morale Glorfan’s assistants fight so long as Glorfan is 
  fighting—if Glorfan dies, the assistants drop their weapons 
  and run.
  StatiSticS
  Str 10, dex 15, con 13, int 10, Wis 8, cha 7
  Base atk +3; cmB +2; cmd 14
  feats Improved Initiative, Weapon Finesse
  Skills Perception +2, Ride +5, Stealth +12; 
  Glorfan
  
  PAthfinder Society ScenArio
  18
  racial modifiers +4 Ride, +4 Stealth
  Languages Goblin
  Gear leather armor, light wooden shield, masterwork short 
  sword, shortbow with 20 arrows
  Development: Glorfan and his assistant don’t know 
  what is behind the door to the west as they were expressly 
  forbidden to go in there and the one goblin who did so 
  didn’t come back. Freeing the slaves here will provide a 
  small challenge for the PCs as most of them aren’t fit for 
  travel and they’re slaves from the Lands of the Linnorm 
  Kings. The PCs could masquerade as slavers to escort the 
  Blood Ram tribe out of the city, but their quest points east 
  and the best the PCs can do for the Blood Ram tribe is free 
  them, get them out of the city, and send them on their 
  way. Rognvald Skagni is thrilled to be rescued by the PCs, 
  even more thrilled to receive his chest (should the PCs 
  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 
  Lodge mission to the Keep of the Huskarl King and he 
  urges the PCs to go after them and stop them. Should 
  the Lodge get the weapon hidden there, they might cause 
  serious problems for the Pathfinder Society and among 
  the nations of the north. Though he doesn’t know exactly 
  what the “weapon” is, Skagni has read of its abundant 
  power in ancient verbal tales passed down in the northern 
  tribes of the Realm of the Mammoth Lords and knows 
  that it’s something to be feared. The old historian studied 
  the keep for many years and can provide the PCs with a 
  map to its location.
  Treasure: A small, unlocked wooden chest sits in the 
  northeast corner behind the supply boxes. Inside are five 
  potions of cure light wounds, a wand of cure light wounds with 
  seven remaining charges, and a scroll of flaming sphere.
  Mission Notes: Andoran faction PCs need to ensure 
  that Glorfan and his assistants all die and that all of the 
  Blood Ram slaves present here survive. If all the slaves 
  survive, each Andoran faction PCs earns 1 Prestige Award. 
  Likewise, if Glorfan and his assistants are all killed, 
  Andoran faction PCs earn 1 Prestige Award.
  Cheliax faction PCs can hide the letter here, but again 
  must do so without catching the notice of any non-Cheliax 
  faction PCs. Successfully hiding the letter without being 
  seen earns Cheliax faction PCs 1 Prestige Award.
  Qadira faction PCs who examine the boxes and 
  barrels of supplies can make a DC 20 Knowledge (local) 
  check—success means they know the trademarks on the 
  boxes belong to none other than Grandmaster Torch in 
  Absalom. Identifying Grandmaster Torch’s involvement 
  in the Shadow Lodge earns Qadira faction PCs 1 Prestige 
  Award. Qadira faction PCs also need to learn how Glorfan 
  gets his slaves so quickly to market in the Inner Sea—
  his secret is that he barely feeds them and hardly lets 
  them rest as he and his goblins race them south over 
  land and by boat. He takes large quantities of slaves 
  and is unconcerned if several die along the way. Qadira 
  faction PCs can learn this by interrogating Glorfan or 
  his assistants. Obtaining this information earns Qadira 
  faction PCs 1 Prestige Award.
  Rewards: If the PCs defeat Glorfan and his assistant(s) 
  and find the treasure trove, reward each tier thusly:
  Tier 1–2: 
  Give each player 72 gp.
  Tier 4–5: 
  Give each player 385 gp.
  3g. Freezing Antechamber 
  (CR 3 or CR 6)
  Upon opening the door, the blast of cold from the room 
  beyond is sharp and shocking. The room seems dimly lit by 
  a soft blue light and the floor twinkles as though wet. In the 
  west wall stands a tall, slim door made of a dark, bluish metal 
  and carved with hundreds of runes and sigils. Looking up, the 
  room disappears into a cold, cloudy haze.
  The floor here is covered with slippery ice. It costs 2 
  squares of movement to enter a square covered by ice, 
  and the DC of Acrobatics checks on ice increases by 5. 
  A DC 10 Acrobatics check is required to run or charge 
  across an ice sheet. The ceiling is 30 feet high, though 
  the last 10 feet are concealed by a natural cold mist that 
  mimics an obscuring mist spell. The door in the west 
  wall is constructed of cold iron and radiates strong 
  enchantment and transmutation magic. No matter what 
  the PCs attempt, the door will not open and no one can 
  move beyond it, not even magically. The caverns beyond 
  are outside the scope of this adventure.
  Creatures: This room’s guardian is Aralantryx, a 
  wyrmling (Tier 1–2) or young (Tier 4–5) white dragon. 
  Though the PCs can’t see it or detect it, the dragon is 
  bound here by powerful magic and cannot leave the room 
  under any circumstances. Her presence here may serve 
  to hint at what intentions the Shadow Lodge has for the 
  white dragons in the Keep of the Huskarl King.
  Tier 1–2 (CR 3)
  aralantryx 
  cr 3
  Female advanced wyrmling white dragon (Pathfinder RPG 
  Bestiary 100, 294)
  CE Tiny dragon (cold)
  init +9; Senses darkvision 60 ft., low-light vision; Perception +9
  
  ShAdeS of ice, PArt ii: exileS of Winter
  19
  defenSe
  ac 21, touch 17, flat-footed 16 (+5 Dex, +4 natural, +2 size)
  hp 28 (3d12+9)
  fort +6, ref +8, Will +4
  immune cold, dragon traits, paralysis, sleep
  Weaknesses fire
  OffenSe
  Speed 30 ft., burrow 30 ft., fly 100 ft. (average), swim 60 ft.
  melee bite +7 (1d4+2), 2 claws +7 (1d3+2)
  Space 2.5 ft.; reach 0 ft.
  Special attacks breath weapon (15-ft. cone, 2d4 cold, Reflex 
  DC 14 half, usable every1d4 rounds)
  tacticS
  Before combat Aralantryx sits on a perch in the mists above 
  the cold iron door.
  during combat The moment the PCs enter, Aralantryx shrieks 
  in anger, swoops down, and blasts the PCs with its breath 
  weapon. After that, she attacks the most convenient target.
  morale Aralantryx cannot leave the room but fights to the 
  death as long as any PCs remain within her icy lair.
  StatiSticS
  Str 15, dex 20, con 17, int 10, Wis 13, cha 10
  Base atk +3; cmB +6; cmd 18
  feats Alertness, Improved Initiative
  Skills Climb +8, Fly +15, Intimidate +6, Perception +9, Sense 
  Motive +3, Stealth +19, Swim +16
  Languages Draconic
  SQ icewalking
  SPeciaL aBiLitieS
  icewalking (ex) This ability works like the spider climb spell, but 
  the surfaces the dragon climbs must be 
  Tier 4–5 (CR 6)
  aralantryx 
  cr 6
  Young white dragon (Pathfinder RPG Bestiary 100)
  hp 66
  tacticS
  Before combat Aralantryx sits on a perch in the mists above 
  the cold iron door.
  during combat The moment the PCs enter, Aralantryx shrieks 
  in anger, swoops down, and blasts the PCs with her breath 
  weapon. After that, she attacks the most convenient target.
  morale Aralantryx cannot leave the room but fights to the 
  death as long as any PCs remain within her icy lair.
  Development: Anyone who makes a successful DC 
  15 Knowledge (arcana) check can determine that the 
  cold iron door is warded by powerful and rare magic 
  only used to hide the most dangerous of monsters 
  or artifacts.
  Mission Notes: Cheliax faction PCs can hide the letter 
  here; as long as they are not seen doing so by anyone not 
  belonging to their faction, Cheliax faction PCs earn 1 
  Prestige Award for putting the letter here.
  Osirion faction PCs need one of the two tips from 
  the white dragon’s wings. Acquiring an undamaged one 
  requires a DC 15 Heal check and, if successful, earns a 
  member of the Osirion faction 1 Prestige Award.
  cOncLuSiOn
  Along with Rognvald Skagni’s knowledge of the Keep 
  of the Huskarl King, the PCs can thoroughly search 
  the underground areas of the lodge to find a series of 
  journals and letters detailing Caggrigar’s journey to the 
  Worldwound with an elite team of Shadow Lodge agents; 
  that the lodge left Vermund in charge after Melkorka Skur 
  took the remaining reliable agents and set out for the 
  Keep of the Huskarl King; and a single, unfinished letter 
  from Caggrigar to someone named “the Spider” in Almas 
  that talks about the “great power” contained within the 
  keep that the Shadow Lodge could “harness and train” to 
  take down the Grand Lodge in Absalom once and for all. 
  The end of the unfinished letter mentions the failure of 
  “our illustrious leader” and hints at support should the 
  Spider wish to usurp control of the lodge entirely.
  Faction Missions
  Andoran Faction: Andoran faction PCs who ensure all of 
  the Blood Ram slaves survive the scenario earn 1 Prestige 
  Award. Andoran faction PCs who also kill all of the goblin 
  slavers and their mutated leader Glorfan earn 1 bonus 
  Prestige Award.
  Cheliax Faction: Cheliax faction PCs who use Zarta 
  Dralneen’s powder to build a summoning circle 
  somewhere in Whitethrone earn 1 Prestige Award. Cheliax 
  faction PCs who also hide Zarta’s letter somewhere in 
  the lower level of the lodge without being seen by non-
  Cheliax faction PCs earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who find the 
  sample of rare rime mold in the bottom of Vermund’s dead 
  insect pit earn 1 Prestige Award. Osirion faction PCs who 
  also bring back one flawless white dragon scale from the 
  tip of the Aralantryx’s wing earn 1 bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who uncover the 
  source of the Whitethrone Shadow Lodge’s supplies earn 
  1 Prestige Award. Qadira faction PCs who also discover 
  exactly how Glorfan shipped his slaves south to the Inner 
  Sea earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who acquire a 
  badge of office from a member of Whitethrone’s Iron 
  Guard earn 1 Prestige Award. Taldor faction PCs who also 
  remind Vermund of the terrible horrors he visited upon 
  Taldan noble Vice-Duke Wardric Hammersbound before 
  the blight druid dies earn 1 bonus Prestige Award.
  
  PAthfinder Society ScenArio
  20
  OPen Game LicenSe Version 1.0a
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System reference document. Copyright 2000. Wizards of the Coast, Inc; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 2–17: Shades of Ice, Part II: Exiles of Winter. 
  Copyright 2011, Paizo Publishing, LLC; Author: Joshua J. Frost.
  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 2–17:  
  Shades of Ice, Part II: Exiles of Winter
  
  ShAdeS of ice, PArt ii: exileS of Winter
  21
  Tender Flesh Puppet,
  The fact that your time in the north has been extended by the trifle disappearance of one 
  historian has caused me such grief that I ordered a dozen of my slaves whipped so that I 
  might feel your displeasure. 
   
  No matter, your time there shall serve some purpose nonetheless. Enclosed with this 
  missive are a vial of red powder and a series of instructions for its use. Once you’ve gained 
  access to the city of Whitethrone, find a quiet place and pour the powder on the ground 
  exactly as the directions detail. Unless you wish to feel excruciating pain, do not allow 
  any of the powder to touch your skin.
   
  You should also find enclosed with this missive a second letter, this one sealed by my 
  hand and stamped with my seal. If you are able to find this Shadow Lodge in Irrisen’s 
  capital, it might give us the opportunity to extend an offer from Cheliax to the heads of 
  the Shadow Lodge. Once you’re done with your mission there, hide the letter somewhere 
  the Shadow Lodge fools sleep or work so that it may be found.
  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
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  My Whip Awaits,
  
  PAthfinder Society ScenArio
  22
  Loyal Servant of the Satrap,
  I admit the idea of you traveling on into Whitethrone will benefit our cause 
  greatly, though I must strenuously advise caution and stealth while lingering in 
  the realm of Baba Yaga’s daughters. Merchants are regarded as less than most 
  monsters and must step carefully. 
   
  My warning established, take care to observe these Shadow Lodge fellows in 
  Whitethrone. I would know from where they garner their everyday staples and 
  supplies. They can’t be buying them locally as the fare is grim and mundane—no, 
  they must be trading with someone farther south, perhaps one of our own pashas, 
  to acquire their Inner Sea tastes. Any evidence of this line of trade would help me 
  a great deal.
   
  My second task for you is a sensitive one—I have… information about the 
  Whitethrone Shadow Lodge already. Specifically, that a bizarre creature named 
  Glorfan works out of their halls and commands a small retinue of goblins in the 
  shipping and receiving of slaves. What I’m most curious about is how Glorfan gets 
  his slaves south so quickly—it’s almost as though someone possessing extensive 
  magical prowess is teleporting his slaves into the markets surrounding the Inner 
  Sea, though I have a hard time believing a simple slaver in Whitethrone has those 
  sorts of resources. Find out how he does it and your reward will be the continued 
  market domination of our brothers and sisters in coin.
  Sincerely,
  Qadira Faction Handout
  x
  Osirion Faction Handout
  Hero of t he Ruby Prince,
  T he serendipitous news t hat your journey is to take you to Irrisen is too good to fully comprehend. Since I had 
  you collect one part of t he concoct ion I’m brewing, I shall have you gat her t he second. T here is a rare mold 
  in t he nort h called rime mold t hat only grows in icy condit ions on rot t ing t hings. As t hings don’t often rot in t he 
  cold, t he mold is usually restricted to warm garbage pits such as in an inn or beneat h a cast le. Should you find 
  such a pit, dig t hrough it and find t he mold—it ’s white wit h hints of blue and glows faint ly in t he dark. Should your 
  journey in t he nort h next send you t he Realm of t he Mammot h Lords—no, t he t hought is too excit ing to finish.
  On a more serious note, my eyes and ears in Irrisen tell me t he Shadow Lodge may be dealing or at tempt ing 
  to deal in t he sale of wyrmling white dragons. If t his is true, I need a specific piece of a white dragon to finish a rare 
  poult ice for t he Ruby Prince’s perpetually burned and cracked feet. A single t ip of a white dragon’s wing should suffice, 
  t hough do be careful removing it as once damaged it becomes wort hless for my recipe. You’ll need to send it t hrough 
  my envoy in Whitet hrone wit hin t he next few days—after t hat I’ll have anot her source for it and won’t need yours.
  F or Our Ancestors,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  ShAdeS of ice, PArt ii: exileS of Winter
  23
  Exalted Champion of the Grand Prince,
  What a delightful opportunity your presence in Whitethrone presents 
  for me! There is to be a north-themed ball at the Grand Prince’s palace 
  in Oppara this coming winter, and were I to dress as a member of the Witch Queen’s 
  own Iron Guard, I would be the talk of the party! Do whatever it takes—I don’t care 
  what—but return to me with a badge of office of the Iron Guard. It should go without 
  saying that the higher the rank, the more praise I will heap on you in my stories of 
  your grand bravery in Baba Yaga’s lair.
   On a more serious note, I understand the Shadow Lodge fools recruited that reckless 
  tree-hugger Vermund into their ranks in Whitethrone. Damn that fool druid and 
  his pathetic crusade against humanity and all who even cut a branch off a precious 
  oak! Before he joined the Society, he was nature’s avenging demon in the Verduran 
  Forest and he once slew the bodyguard of Vice-Duke Wardric Hammersbound, 
  a cousin of some sort to the Grand Prince himself. In the scuffle, that smelly ruffian 
  left a small cut on the vice-duke’s cheek, a shame he has only recently recovered from. 
  When you slay the idiot Vermund, remind him of the horrors he rained down on the 
  vice-duke in the Verduran Forest and let his ears’ last listen be that of your laughter 
  as he dies knowing Vice-Duke Wardric Hammersbound has had his revenge!
  Taldor Faction Handout
  For Taldor!
   Baron Jacquo Dalsine
  
     
  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 
  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.
  Amulet of natural armor +1 (2,000 gp)
  Feather token, whip (500 gp)
  Potion of bull’s strength (300 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of invisibility (300 gp)
  Scroll of flaming sphere (150 gp)
  Wand of cure light wounds (CL 1st, 7 charges; 105 gp; limit 1)
  all
  Scenario 2–17 
  Shades of Ice, Part II: Exiles of Winter
   
  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
  503
  1,872
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 2/Scenario 2-17 Shades of Ice-Part II Exiles of Winter .pdf