TEXT: By Andrew Hoskins
  From Under Ice
  PATHFINDER SOCIETY SCENARIO #6–18 
  TIER 1–5
  
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Vice President of Finance • Christopher Self
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Community Team • Liz Courts and Chris Lambertz
  Customer Service Team • Sharaya Kemp, Katina 
  Mathieson, Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Winslow Dalpe, 
  Lissa Guillet, Julie Iaccarino, Erik Keith, and
  Scott Spalding
  Author • Andrew Hoskins
  Contributing Artists • Alberto Dal Lago, Emrah Elmasli, 
  John Gravato, Marek Madej, Brynn Metheney, and 
  Florian Stitz
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Executive Editor • James L. Sutter
  Development Lead • Linda Zayas-Palmer
  Senior Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, 
  Mark Moreland, and Owen K.C. Stephens
  Assistant Developers • Crystal Frasier, 
  Amanda Hamon Kunz, and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Joe Homes and Jason Keeley
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-
  MacFarland, and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designer • Emily Crowell
  Pathfinder Society Scenario #6–18: From Under Ice is a Pathfinder Society Scenario designed for 1st- to 5th-level characters (Tier 
  1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily 
  be adapted for use with any world.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of 
  the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, 
  characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Inc. game product are Open 
  Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Pathfinder Society Scenario #6–18: From Under Ice © 2015, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and 
  Pathfinder Society, are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, 
  Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder 
  Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Inc.
  From Under Ice
  Pathfinder Society Scenario #6–18
  
  • Kalsgard
  Whiterook • • Dalun
  •
  Naldak’s
  Point
  Saarbotten •
  3
  Naldak’s Point is a few miles southeast of Dalun, an 
  Irrisen port city on the banks of the Thundering River. 
  Baroness Nadya, the White Witch who rules Dalun, aspires 
  to establish peaceful trade with the nearby Linnorm 
  Kingdom of Southmoor. She sent her daughter, Uliyara, as 
  an emissary to Whiterook, an Ulfen village near the border 
  between Southmoor and Irrisen. Nadya has been giving 
  her unruly daughter increasing responsibilities, hoping 
  that she will mature into a serious aristocrat. While 
  Uliyara approached Whiterook, Nadya’s spiteful sister 
  Urgalaena, ruler of the Irriseni town of Saarbotten, sent 
  raiders to the area, hoping to take her niece hostage for 
  political leverage. The would-be kidnappers clashed with 
  Whiterook’s guards, and Uliyara’s entourage were swept up 
  in the fray. Uliyara concealed herself with a hat of disguise 
  N
  ine thousand years ago, dwarves first emerged on the 
  surface of Golarion, at the conclusion of their Quest 
  for the Sky. A few years later, the dwarves of the newly 
  built citadel of Jormurdun watched in amazement as huge 
  chunks of flaming metal tumbled out of the sky. They 
  investigated this baffling event, and discovered pieces of a 
  fallen starship. From the wreckage, the explorers retrieved 
  an artifact they dubbed the Sky Key. It became a symbol of 
  the Quest for the Sky, and the dwarves kept it safe in their 
  fortress city of Jormurdun for millennia.
  Jormurdun did not last forever. In approximately 1600 
  ar, duergar attacked and conquered the citadel. As the 
  surviving dwarves fled, Jormurdun’s last king, Gutheran, 
  broke the Sky Key into five pieces, keeping one for himself 
  and giving one to each of his heirs. King Gutheran hoped 
  that his heirs might one day return to reunite the Sky Key 
  and Jormurdun’s scattered people.
  These scions of Jormurdun headed west, but grew weary 
  of travel and settled down. King Gutheran’s youngest son, 
  Naldak, settled in one of the eastern Linnorm Kingdoms and 
  founded the town of Naldak’s Point. There his people found 
  Ulfen clients who respected the dwarves’ craftsmanship. In 
  3313 ar, as Baba Yaga and her forces invaded what would soon 
  become Irrisen, another powerful spellcaster approached 
  the dwarves: the Tian sorcerer Hao Jin. She offered Naldak’s 
  descendants shelter from the encroaching armies. They 
  refused, but Hao Jin returned each of the following nights, 
  repeating her offer. As the armies of Baba Yaga massed 
  on the horizon on the fourth day, the dwarves reluctantly 
  agreed. Hao Jin’s magic transported most of Naldak’s Point 
  to her personal demiplane hidden in the Hao Jin Tapestry. 
  There, the dwarves have survived in the centuries since.
  In 4714 ar, the Pathfinder Society explored Jormurdun 
  and recovered King Gutheran’s piece of the Sky Key. The 
  Society wishes to reassemble the Sky Key to explore its 
  purpose. Society agents have struggled to track the dwarves 
  by following millennia-old trails; a combination of 
  divinations and the recent discovery of an old Ulfen map 
  have pointed to Naldak’s Point in southwest Irrisen as the 
  last known location of a Sky Key component.
  From Under Ice
  By Andrew HoskIns
  WHERE ON GOLARION?
  From Under Ice begins in the rugged northlands of the Land 
  of the Linnorm Kings. From there, the characters travel by 
  boat east into Irrisen, an icy land ruled by the White Witches 
  and their monstrous allies. For more information about both 
  of these regions see Pathfinder Campaign Setting: Irrisen, 
  Land of Eternal Winter, Pathfinder Campaign Setting: Lands 
  of the Linnorm Kings, and Pathfinder Player Companion: 
  People of the North.
  
  4
  PATHFINDER SOCIETY SCENARIO
  and escaped to the north. Now determined to complete her 
  mission, and to show the world that not all the Jadwiga 
  are malicious, she traveled to Kalsgard, searching for any 
  merchants willing to journey to and trade with Dalun.
  Uliyara discovered that Pathfinder Society agents were 
  making inquiries about Irrisen and Dalun in particular. 
  Because foreigners distrust the Jadwiga, she disguised 
  herself as Haltani, a Varki woman, and posed as an expert 
  on Irrisen. She promised the Society she could offer safe 
  passage into Dalun and introduce them to her contacts.
  SUMMARY
  The PCs meet Venture-Captain Calisro Benarry in 
  Kalsgard aboard the Grinning Pixie, her ship and traveling 
  Pathfinder Lodge. She explains that the Pathfinder 
  Society has located of a piece of the Sky Key in Irrisen. 
  Benarry believes the area is frozen over and provides 
  the PCs with equipment to excavate the site along with a 
  map that marks the dwarven ruins of Naldak’s Point. She 
  also introduces them to Haltani, a Varki woman who has 
  agreed to be their guide into Dalun. Haltani is actually 
  Uliyara, a stilyagi Jadwiga whose mother sent her to the 
  Linnorm Kingdoms as a trade emissary. Though Uliyara’s 
  primary goal is to find merchants who willing to trade 
  with Dalun, she is also interested in finding out about the 
  world outside of Irrisen. She is willing to guide the PCs, 
  even though they are not primarily merchants, as long as 
  they engage in trade in Dalun.
  The PCs travel upriver through Grungir Forest, but 
  as they pass by Whiterook, Ulfen border guards waylay 
  them, demanding to know what business they have 
  traveling to Irrisen. The PCs either defeat the border 
  guards in combat or follow them to Whiterook to speak 
  with their leader, Halvor. Halvor believes that Dalun is 
  responsible for a recent raid on Whiterook, and wants to 
  use the PCs to launch a counter-raid. 
  If the PCs convince the Ulfen to travel to Dalun with 
  nonviolent intentions, as scouts or emissaries, they can 
  enter Dalun without incident, as long as they convince 
  Halvor not to reconsider his offer of peace. Guards from 
  Dalun meet the convoy just outside the village to inspect 
  the trade goods and conduct business. Uliyara introduces 
  the PCs to several of the settlement’s influential and 
  wealthy individuals, and helps negotiate safe passage 
  deeper into Irrisen. If the Ulfen intend to attack, Uliyara 
  warns the guards and flees. Even a raid provides the PCs a 
  distraction that allows them to slip around Dalun.
  After leaving Dalun, the PCs travel southeast toward 
  Naldak’s Point. Once they reach the site, a winter wolf 
  intercepts them, revealing Haltani’s true identity as 
  Uliyara the Jadwiga. The PCs must choose whether to give 
  her up or fight the winter wolf. If the PCs relinquish her, 
  the wolf takes Uliyara hostage. If they decide to protect her, 
  they gain her admiration and trust.
  After breaking through the ice sealing the main 
  entrance to Naldak’s Point, the PCs learn that most of the 
  town has vanished. They find the body of a lone dwarf 
  preserved in the ice, whose animated corpse rises to attack 
  them. His sealed pouch contains his journal, preserved by 
  the bitter cold, which relays his eyewitness account of Hao 
  Jin’s arrival and the eventual displacement of the town.
  Once the PCs verify that the Sky Key is not in Naldak’s 
  Point, they must make their way back to safety. However, 
  several Irriseni agents have been following the party, and 
  they confront the PCs at the entrance. Baroness Nadya sent 
  her niece Kiryena to seek her wayward daughter. If the 
  Pathfinders have befriended Uliyara, she speaks in their 
  defense. Otherwise, Kiryena is convinced that Uliyara has 
  been abducted and brainwashed if she is with the party, or 
  murdered if she has left the party, and arrests the PCs if 
  they do not fight their way to freedom.
  GETTING STARTED
  The adventure begins as the PCs arrive onboard the 
  Grinning Pixie. Read or paraphrase the following to get 
  the adventure underway.
  The hull of the Grinning Pixie creaks and groans in the freezing 
  waters of Kalsgard, at the mouth of the Rimeflow River. Venture- 
  Captain Calisro Benarry, the half-orc captain of the vessel, 
  shivers as she strides in to her well-furnished cabin and out of 
  the bitter winds. A Varki woman clad in leathers and a snow 
  leopard fur coat is already seated inside the cabin. “Welcome to 
  the Linnorm Kingdoms,” says Venture-Captain Calisro Benarry. 
  She takes a long drag from a hip flask before continuing. “The 
  North is no place for a free captain, but here we are. Oh, Kalsgard 
  is fine—they’ve got stiff drink here—but you’ve got to head 
  inland, where it’s even colder.” She pulls her mammoth-fur coat 
  tighter across her body as she continues. “I hope you all weren’t 
  planning to freeze to death and packed for the weather.” 
  “You’ve all heard of Jormurdun? Well, that dwarven sky citadel 
  contained an artifact called the Sky Key. King Gutheran broke it 
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG GameMastery Guide, Pathfinder 
  RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG 
  Advanced Class Guide, Pathfinder RPG Advanced Player’s 
  Guide, and Pathfinder RPG Ultimate Magic. This adventure 
  assumes the GM has access to these sourcebooks, though 
  the relevant Bestiary and GameMastery Guide entries 
  have been reprinted at the back of this scenario for easy 
  reference. The rules for all these resources are available 
  online for free at paizo.com/prd.   
  
  Haltani
  5
  FROM UNDER ICE
  into five pieces and gave four of them to his heirs as they fled 
  the invasion, keeping the fifth for himself. One of Gutheran’s 
  heirs, Naldak, traveled into what is now southwestern Irrisen 
  and established a small town called Naldak’s Point. That’s 
  where the trail goes cold. Most likely, Baba Yaga wiped them 
  out when she invaded. The piece of the Sky Key and the ruins 
  of Naldak’s Point are probably buried under a millennium of ice 
  and snow, just waiting for someone—you—to go dig them out. 
  I’ve packed you ten blocks of blackfire clay to make the 
  task more manageable,” the venture-captain says, 
  handing over a backpack stuffed with black 
  bricks. “Don’t forget to take these with you.”
  “You’re heading east, up the Rimeflow and 
  Thundering Rivers, past the Grungir Forest, 
  and into Irrisen. Desna smiles—the site is 
  about half a day’s hike north of Dalun, 
  a small trade city on the Irrisen border. 
  Take a small river boat packed with 
  supplies and a letter of trade, 
  make nice with the city 
  officials, and see if you can 
  get permission to travel 
  inland. Head to the site 
  and find our missing Sky 
  Key piece. You’ll know 
  you’re on the right track if 
  you recover signs that the royal 
  family settled there.”
  Watch 
  yourselves 
  in 
  Irrisen. 
  Antagonizing the locals is like poking a 
  sleeping ice bear in the eye, except it won’t kill 
  you as quickly. The Society is not especially welcome in Irrisen, 
  so try to keep what friends we have, and if you can, make new 
  ones. With that it mind, I’ve hired a local to bring you safely 
  to Dalun.” Venture-Captain Benarry gestures toward the Varki 
  woman. “This is Haltani, and she will guide you into and out 
  of Irrisen alive.”
  The Varki woman springs to her feet gracefully and addresses 
  the party. “It is always a pleasure to meet travelers from faraway 
  lands. It is true that Irrisen is a harsher land than most. Keep 
  your wits about you, and your journey should be profitable.”
  Venture-Captain Benarry takes a moment to answer 
  any questions the PCs have before sending them upriver. 
  If the PCs need to purchase any gear, the Grinning Pixie’s 
  quartermaster can sell them nearly any mundane or 
  alchemical gear in addition to magic items worth 2,500 
  gp or less.
  What is a Sky Citadel? “The dwarves built huge 
  underground fortresses, tunneling straight up to try and 
  reach the sky. They’re all ancient and most of them are lost. 
  The Society recently discovered a previously forgotten 
  Sky Citadel in the Tusk Mountains: Jormurdun.”
  What does the Sky Key do? “I’ve heard it has something 
  to do with time magic, but anyone I speak to insists it’s 
  strictly theoretical until we can unite the whole thing.”
  Who is King Gutheran? “The last dwarven king of 
  Jormurdun. They call him Gutheran the Bold. When it 
  became clear that Jormurdun would not survive a siege, he 
  bought his people time to flee with a doomed last stand.”
  What do you know about Naldak’s Point? “Not much. 
  I found the name in an old book, and then found the 
  location on this old Ulfen map that predates 
  Irrisen. It’s mostly a dwarven town, so it was 
  probably underground.” 
  What sorts of signs of the royal family 
  might we find? “Keep an eye out for 
  signet rings or other jewelry stamped 
  with the appropriate imagery.”
  Who is Baba Yaga? “She’s head of 
  the Jadwiga, and a powerful witch. 
  Although 
  she 
  doesn’t 
  rule 
  Irrisen directly, I wouldn’t 
  say anything negative about 
  her once you get to Dalun. 
  Legend has it, she only 
  shows up every 100 years to 
  put a new daughter on the 
  throne, but she’s still pretty 
  important to them.”
  Who 
  are 
  the 
  Jadwiga? 
  “Irrisen’s ruling class; they’re all 
  descendants of Baba Yaga.”
  Isn’t Irrisen an awful place? Haltani 
  answers, “Not all of Irrisen is bad, but the land is 
  dangerous. Ice trolls, snow goblins, or even winter wolves 
  can accost unwary travelers. Dalun is safe, though; they 
  accept outsiders and are eager for trade. I’ve spent quite 
  a lot of time in the city and have many contacts there.”
  Knowledge (history)
  PCs may already know the following information about 
  Irrisen’s history.
  15+: Irrisen has a violent history with all of its neighbors, 
  but especially with the Ulfen from the Linnorm Kingdoms. 
  Jadwiga sometimes capture and enslave Ulfen people.
  20+: Baba Yaga and an army of monsters, including 
  ice trolls, winter wolves, and evil fey, invaded the eastern 
  portion of the Land of the Linnorm Kings in 3313 AR. They 
  took only 23 days to conquer the entire region now known 
  as Irrisen.
  25+: Every 100 years, Baba Yaga returns to Golarion and 
  replaces the current queen with a new one. She takes the 
  old queen away with her in a magical hut that stands on a 
  pair of chicken legs. No one really knows where Baba Yaga 
  takes the monarchs or why they never return.
  
  6
  PATHFINDER SOCIETY SCENARIO
  Knowledge (local) or Diplomacy (gather 
  information)
  PCs may already know the following information about 
  modern Irrisen.
  15+: Irrisen is known as the Land of Eternal Winter, 
  as it stays freezing year round. Powerful witches known 
  as the White Witches rule the nation and allow monsters 
  the same rights as humanoids. The human descendants 
  of Baba Yaga are called Jadwiga, and are the aristocracy of 
  Irrisen. Ulfen people who find themselves in Irrisen at the 
  bottom of the social hierarchy; the fortunate are serfs, and 
  the rest are slaves.
  20+: Intelligent monstrous races, such as ice trolls 
  and winter wolves, are citizens in Irrisen. Though not 
  as socially powerful as the Jadwiga, they command 
  considerable respect and are often able to do as they please 
  without consequence.
  25+: Recently, some younger Jadwiga have begun to 
  question the insular culture and closed borders of Irrisen. 
  They seek to learn about peoples outside of Irrisen, the 
  more “exotic” the better. The White Witches have dubbed 
  them the stilyagi, or “culture crows,” as they disregard the 
  culture of Irrisen and mimic the cultures of other foreign 
  lands. However, because they rarely have the opportunity 
  to interact with foreigners, their depictions are often wildly 
  outdated, stereotypical, and even downright offensive.
  Treasure: Venture-Captain Benarry provides the PCs 
  with a map of Irrisen. The rough location of Naldak’s 
  Point is marked on the map. In addition, she gives the PCs 
  a letter of trade, which they can use to trade for goods in 
  Dalun (see area B2), and 10 blocks of blackfire clay. A PC 
  can apply blackfire clay to her skin as a full round action 
  to gain a +4 alchemical bonus on saving throws to resist 
  cold weather for one hour. Alternatively, a PC can combine 
  5 blocks over the course of a minute to create a heat source 
  equivalent to a small campfire. More information on of 
  blackfire clay can be found on page 102 of Pathfinder RPG 
  Ultimate Equipment. Finally, Venture-Captain Benarry 
  loans the PCs the use of a small sailing boat.
  A. SAILING UPRIVER
  The wind carries the small sailing vessel upriver. On 
  the banks, the occasional elk or deer dashes away at 
  the sight of the ship. At night, the temperature drops 
  dramatically while wolves howl in the distance. The trip 
  up the Rimeflow and Thundering Rivers takes several 
  weeks, but passes in relative safety. Most of the landscape 
  is comprised of rocky grassland and rough hills. The 
  Land of the Linnorm Kings is a rugged land with rugged 
  people. Occasionally the PCs pass fishing villages where 
  grim people give them evaluating gazes, scowl at them, or 
  ignore them completely.
  A1. Uliyara’s Curiosity
  If none of the PCs is trained in Profession (sailor), then 
  Uliyara offers to sail the boat. Otherwise, she attempts to 
  use the aid another action to assist with a PC’s Profession 
  (Sailor) check.
  Creatures: During the trip, usually when the group 
  camps for the night, Uliyara speaks with each PC 
  ROLEPLAYING “HALTANI”
  Haltani is actually a Jadwiga named Uliyara, who hides her 
  identity because she wishes to avoid the distrust that most 
  people outside of Irrisen feel for her kind. Though Uliyara has 
  no desire to rule, her birthright demands she take a position 
  of leadership. She lacks the capacity for witchcraft, much 
  to her mother’s frustration. Uliyara identifies as a stilyagi, a 
  Jadwiga who yearns to learn about and experience cultures 
  outside insular Irrisen, and she would like to act as an 
  ambassador to other nations. She is talented and plans her 
  ruse well, but her excitement when learning about other 
  cultures distracts her. She believes the Jadwiga are noble 
  and commanding, traits to be valued in the harsh endless 
  winter. If confronted with their cruelty, she acquiesces that 
  some can be particularly abusive of their power, such as her 
  aunt, Baroness Urgalaena of Saarbotten. Uliyara views free 
  Ulfen as barbaric and equally vicious, thanks to centuries of 
  war crimes and reciprocated violence. She finds the winter 
  wolves and the monstrous allies of the White Witches 
  distasteful, but accepts their place in Irrisen. Although Uliyara 
  tries to stay open minded, her distrust of free Ulfen causes 
  her to be particularly cautious around them. 
  She avoids physical contact to maintain her hat of 
  disguise’s illusion, and attempts to withdraw or change the 
  subject if PCs ask about her background or about any details 
  of Varki culture. If the PCs discover her identity, she confesses 
  her true motivations of wanting to establish trade to Dalun 
  and justifies her use of the disguise because Jadwiga are 
  highly distrusted. She acknowledges that traveling in 
  disguise is suspicious behavior. 
  As long as the PCs are engaging in activities she supports, 
  Uliyara uses the aid another action to assist on all skill 
  checks. She uses her inspire competence bardic performance 
  to assist on skill checks that can be performed in a single 
  round. She does not use inspire competence on Diplomacy 
  checks, because such checks require at least 10 rounds.
  During the scenario, PCs have a number of opportunities 
  to improve Uliyara’s attitude toward them. The Influence 
  Points that the PCs earn represent the strength of the 
  impression they make on her. While Influence Points are 
  primarily relevant at the end of the adventure, tracking 
  them throughout the adventure makes the last encounter 
  flow more smoothly. 
  
  7
  FROM UNDER ICE
  individually. She asks the PCs about themselves, bringing 
  up topics such as their homelands, their religious beliefs, 
  their roles in the Pathfinder Society, the strange lands 
  they have visited, and any unusual or noteworthy objects 
  they possess. Her questions often show how little she 
  knows about the rest of Golarion.
  She doesn’t initiate conversation with Ulfen PCs, but 
  she doesn’t outright ignore them. If there are any Jadwiga 
  PCs, Uliyara doesn’t divulge her true name or appearance 
  to them, as they could be spies for her aunt. Instead, she 
  tries to subtly discern their loyalties.
  Each PC who speaks with Uliyara can attempt a 
  single skill check to represent the impression that she 
  makes and potentially earn Influence Points. PCs can 
  use Diplomacy to befriend her, Bluff to tell wild stories, 
  Intimidate to appear tough or dangerous, or Knowledge 
  (geography) to accurately recount their travels. Based 
  on how much information each PC divulges about her 
  background, beliefs, and experience, the GM can award 
  up to a +4 circumstance bonus on the skill check. Ulfen 
  PCs receive a –2 penalty on this skill check. In Subtier 
  1–2, Uliyara is particularly curious about the PCs’ 
  backgrounds and excited to have the opportunity to 
  speak with outsiders. Her attitude begins at friendly, 
  and the DC to make a strong impression on her is 14. In 
  Subtier 4–5, her attitude begins at indifferent, and the DC 
  to make a strong impression on her is 19.
  The PCs occasionally see Uliyara remove a pale blue 
  diamond necklace from under her furs and gaze longingly 
  at it. Her mother gave her the necklace when she left for 
  Whiterook as a trade envoy. She was supposed to give it 
  to Whiterook’s leadership as a gesture of goodwill, but 
  raiders from Saarbotten attacked and forced her to flee 
  before getting the chance. If asked about the necklace, 
  she gladly shows it to them and can tell them about ice 
  diamonds (See Faction Notes below). If the PCs ask how 
  she got it, she simply replies that “It was a gift,” and is 
  reluctant to say more.
  Allow PCs who wish to scrutinize Uliyara to attempt a 
  Sense Motive or Perception check. With a successful DC 24 
  Sense Motive check, they can tell that she is nervous when 
  talking about herself and that she is holding something 
  back. With a successful DC 36 Perception check, a PC 
  notices slight variations in her appearance from one day to 
  the next. Even if a PC manages to touch her and successfully 
  disbelieve the hat of disguise’s illusion with a DC 11 Will 
  save, the PC must still succeed at a DC 26 Perception check 
  to notice that Uliyara is wearing a disguise.
  ULIYARA (“HALTANI”) 
  CR 3
  Female human bard 4
  N Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 21 (4d8)
  Fort +1, Ref +6, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee shortsword +4 (1d6+1/19–20)
  Ranged shortbow +5 (1d6/×3)
  Special Attacks bardic performance 14 rounds/day 
  (countersong, distraction, fascinate [DC 16], inspire 
  competence +2, inspire courage +1)
  Bard Spells Known (CL 4th; concentration +8)
  2nd (2/day)—gallant inspirationAPG, misdirection (DC 16)
  1st (4/day)—comprehend languages, cure light wounds,  
  lesser confusion (DC 15), magic aura
  0 (at will)—ghost sound (DC 14), light, mending, message, 
  prestidigitation (DC 14), read magic
  TACTICS
  Before Combat Uliyara uses her hat of disguise and versatile 
  performance to stay in character, using misdirection 
  to detect as an inanimate object before any important 
  interactions. She casts magic aura on her hat of disguise 
  every few days to mask its aura.
  During Combat Uliyara prefers to avoid direct confrontation. 
  She uses her abilities to bolster her allies.
  Morale If alone or reduced to fewer than 10 hit points, Uliyara 
  flees from combat.
  STATISTICS
  Str 12, Dex 14, Con 10, Int 8, Wis 13, Cha 18
  Base Atk +3; CMB +4; CMD 16
  Feats CosmopolitanAPG (Hallit, Skald, Handle Animal, Survival), 
  Skill Focus (Perform [act]), SpellsongUM
  Skills Acrobatics +4, Appraise +3, Climb +3, Diplomacy +11, 
  Handle Animal +8, Knowledge (arcana) +5, Knowledge 
  (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, 
  Linguistics +3, Perception +5, Perform (act) +14, Perform 
  (oratory) +8, Profession (merchant) +5, Profession (sailor) +5, 
  Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Survival 
  +7, Use Magic Device +8
  Languages Common, Elven, Hallit, Skald
  SQ bardic knowledge +2, versatile performance (act)
  Combat Gear potions of cure light wounds (3); Other 
  Gear chain shirt, shortsword, dagger, shortbow with 20 
  arrows, hat of disguise, cleatsAPG, disguise kit, backpack, 
  snowshoesAPG, ice diamond necklace, 25 gp
  Development: If at least one PC succeeds at an influence 
  check, that PC makes a strong impression on Uliyara, and 
  the party gains 1 Influence Point. If at least half of the 
  PCs succeed at their influence checks, the party gains 2 
  Influence Points instead.
  Faction Notes: During the trip, the highest-level 
  Scarab Sage faction member receives a sending from 
  
  8
  PATHFINDER SOCIETY SCENARIO
  Tahonikepsu: “Scarab Scholar, I require your help. 
  Find an ice diamond in Irrisen, high quality. Mined in 
  Wintercrux, very rare. Bring to me. Possible Sage Jewel.” 
  With a successful DC 15 Knowledge (geography) check, 
  Knowledge (local) check, or other appropriate check, the 
  PC knows that these rare diamonds are only excavated 
  from the mines of Hope Lost, approximately 70 miles 
  east of Dalun. They range from pure white to light blue 
  in color, are harder and denser than standard diamonds, 
  and are particularly receptive to magical enchantment. 
  If the PCs gain at least 5 Influence Points with Uliyara 
  over the course of the adventure, she may give her ice 
  diamond necklace to a character that has expressed 
  curiosity about it.
  A2. Whiterook’s Border Guard (CR 3 or CR 6)
  A bend in the river and several large rocks cause white-water 
  rapids across most of the water’s breadth; only a narrow 
  channel with a swift current flows without obstruction near 
  REWARDS FOR AREAS A AND B
  In areas A and B of this scenario, the PCs can make a variety 
  of choices, which lead to different sets of encounters. The 
  PCs might fight the Whiterook border guard in area A2, 
  then make trade deals in Dalun and negotiate passage with 
  Baroness Nadya. Alternatively, they might follow the border 
  guard to Whiterook, and after a failed Diplomacy check, end 
  up swept into a raid on Dalun. They might also convince 
  Halvor to approach Dalun peacefully.
  As long as the PC’s complete at least two of the following 
  encounters, they receive the full rewards for areas A and B: 
  defeating the Whiterook border guard in area A2, defeating 
  the Dalun guards in area B1, convincing Halvor not to raid 
  Dalun (this requires convincing him twice, once in area A3 
  and again in area B1), and gaining Baroness Nadya’s blessing 
  to travel to Naldak’s Point in area B2. If the PCs use a creative 
  solution that leads this scenario in an unexpected direction, 
  the GM may consider counting a different major milestone 
  achieved by the PCs as a successful encounter.
  If the PCs complete only one major encounter in areas A 
  and B, reduce each PC’s rewards as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 100 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 225 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 350 gp.
  If the PCs don’t complete any major encounters in areas A 
  and B, reduce each PC’s rewards as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 200 gp.
  Out of Subtier: Reduce each PC’s gold earned by 450 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 700 gp.
  the southern bank. Tall trees grow on either shore, casting 
  shadows with their large overhanging branches.
  Scouts from Whiterook have been using this site as 
  both an ambush point and a place to observe passing 
  ships for decades. Though they are mostly interested 
  in ships coming from Irrisen in the east, they still take 
  interest in anyone heading toward their enemies. The 
  PCs’ boat passes 10 feet from the shoreline and 20 feet 
  from the nearest Ulfen’s hiding place.
  Creatures: Border guards from Whiterook hide in the 
  nearby foliage, ready to spring their trap. When they see 
  the PCs’ boat approaching, they cut a counterweight line 
  to raise the net (see Traps). The Ulfen guards demand 
  to know what business the PCs have traveling toward 
  Irrisen, and to search their ship. The guard’s weapons 
  are not drawn. A PC who succeeds at a DC 15 Sense Motive 
  check discerns that the guards are wary, but that they 
  don’t intend to initiate violence. In Subtier 4–5, this 
  squad is overseen by a seasoned captain, who uses his 
  position of authority to try to cow the PCs.
  Subtier 1–2 (CR 3)
  WHITEROOK BORDER GUARDS (2) 
  CR 1
  Human barbarian 2
  N Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 16, touch 10, flat-footed 14 (+4 armor, +2 Dex, –2 rage, 
  +2 shield)
  hp 24 each (2d12+6)
  Fort +6, Ref +2, Will +2; +2 vs. magic
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk longspear +9 (1d6+5)
  Ranged javelin +4 (1d6+5)
  Special Attacks rage (7 rounds/day), rage powers 
  (superstition +2)
  TACTICS
  Before Combat The raiders wait for a ship to fall into their 
  trap. They attempt to interrogate travelers and only attack 
  if the travelers are hostile, agents of Irrisen, or refuse a 
  search.
  During Combat The raiders throw javelins against particularly 
  dangerous foes and use their grappling hooks to pull 
  trapped ships to shore.
  Morale If reduced to 10 hit points or fewer, the raiders flee to 
  Whiterook, seeking reinforcements.
  Base Statistics When not raging, the barbarian’s statistics 
  are AC 18, touch 12, flat-footed 16; hp 20; Fort +4, Will +0; 
  Melee mwk longspear +7 (1d6+3); Str 16, Con 13; CMB +5, 
  
  N
  A2. River Boat
  GameMastery Map Pack: Boats and Ships
  1 square = 5 feet
  9
  FROM UNDER ICE
  SCALING ENCOUNTER A2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The border guards have been stuck out 
  here for many monotonous hours, and have consumed a bit 
  too much mead to dull the boredom. Apply the sickened 
  condition to both border guards. 
  Subtier 4–5: Apply the sickened condition to both the 
  border guards and the guard captain.
  CMD 17; Skills Climb +5, Swim +4.
  STATISTICS
  Str 20, Dex 13, Con 17, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 17
  Feats Combat Reflexes, Weapon Focus (longspear)
  Skills Acrobatics +4, Climb +7, Handle Animal +4, Intimidate +4, 
  Knowledge (nature) +5, Perception +5, Survival +5, Swim +6
  Languages Common, Skald
  SQ fast movement
  Combat Gear alchemist’s fire (2); Other Gear mwk hide 
  armor, mwk heavy wooden shield, mwk longspear, javelin 
  (4), cold weather outfit, fursAPG, grappling hook with 50 feet 
  of rope, keg of mead (2), 3 gp
  Subtier 4–5 (CR 6)
  WHITEROOK BORDER GUARDS (2) 
  CR 1
  Human barbarian 2 (see Subtier 1–2 on page 8)
  hp 24 each
  WHITEROOK BORDER GUARD CAPTAIN 
  CR 5
  Raider (Pathfinder RPG GameMastery Guide 280; see page 27)
  hp 67
  TACTICS 
  During Combat The captain is confident that he and his 
  guards are more than a match for the PCs, and would 
  prefer a peaceful inspection to unnecessary bloodshed. He 
  spends the first round of combat attempting to intimidate 
  the PCs into laying down their weapons. He rolls an 
  Intimidate check to attempt to demoralize the party (see 
  the Intimidate skill on page 99 of the Pathfinder RPG Core 
  Rulebook). If the PCs do not surrender, he enters rage and 
  fights to the best of his ability.
  Morale The captain retreats to Whiterook to gather 
  reinforcements if he is reduced to 15 hit points or fewer or if 
  both of his guards are knocked unconscious.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Traps: Whiterook has recently constructed a large 
  rope net to catch ships moving through here in order to 
  pillage or question travelers. When the scout sees a ship 
  approaching, he cuts a line holding a counter weight, 
  causing the triangular net to raise up. The net is 15 foot tall 
  and 30 feet wide at the base. The boat’s pilot must succeed 
  at a DC 20 Profession (sailor) check (DC 25 in Subtier 
  4–5), or the boat is entangled. If the boat is entangled, all 
  creatures on deck are knocked prone unless they succeed 
  at a DC 15 Reflex save. The net has hardness 0 and 20 hp. 
  Each PC who spots the ambush with a successful DC 15 
  Perception check gains a +4 circumstance bonus on these 
  Profession (sailor) and Acrobatics checks.
  Development: If the PCs decide to stop and negotiate, 
  the Ulfen insist that the party follow them to Whiterook 
  and talk to their battle leader, Halvor. Uliyara stays 
  quiet; she is nervous to go with the Ulfen, but she doesn’t 
  want to draw attention to herself. If the PCs avoid going 
  to Whiterook, most likely by defeating the guards in 
  combat, they gain 1 Influence Point.
  Rewards: See the sidebar Rewards for Areas A and B on 
  page 8 for all encounters in areas A and B.
  A3. Whiterook
  The village of Whiterook sits against a tall cliff wall. A line of 
  close-growing birch trees and tangle of vines shield the village, 
  acting as a natural palisade. One of the larger birches bears a 
  carved bird, which lends the village its name. In the center of the 
  village, a massive fire pit sits stocked with timbers and dry brush 
  as if ready for a massive bonfire.
  Several humanoid bodies hang naked in the trees outside the 
  palisade. Hanging next to them is the skinned corpse of what 
  appears to be a bear-sized wolf.
  The guards lead the PCs into Whiterook, their small 
  but well defended village. The people here are tough, worn 
  down by regular raids from the forces of Irrisen. While 
  going about their daily chores, they give the PCs wary 
  looks, especially any who appears to be a spellcaster. 
  Uliyara recognizes her bodyguards hanging outside 
  the city walls along with her aunt’s forces. She stares at 
  the hanging bodies, muttering under her breath, “Savage 
  butchers… monsters all.”
  The guards lead the party to the center of the village, 
  near the unlit fire pit, while one of Whiterook’s citizens 
  fetches the village’s battle leader, Halvor. He is a tall man 
  with massive muscles, long blond hair, and a thick beard, 
  whose face bears numerous battle scars. Halvor asks the 
  PCs what business they have this far east. Whether or not 
  they tell him their plans, he guesses that Irrisen is their 
  destination based on the direction that they were heading 
  and their cache of blackfire clay. He says the following.
  “Going into Irrisen expecting anything but death is folly. Ice 
  and pain await you there; even if you live, you will have lost 
  much by going there. Turn back. Abandon whatever fool’s 
  errand has sent you.” 
  If the PCs mention Dalun, Halvor tells them of his 
  experiences with the town.
  “I know of Dalun and their claims of peace. I believed those 
  claims myself, up until the last moon. They sent envoys to 
  talk of trade, but as we were about to let them in, we were 
  attacked by winter wolves, ice trolls, and a dozen Jadwiga 
  soldiers.” He spits on the ground before continuing. “We slew 
  enough of them to scare them off, but lost many good warriors. 
  I just wished we had captured that Jadwiga witch while she 
  was here, but she vanished into the night.”
  If the PCs ask Halvor about the envoy from Dalun, he 
  tells them that the envoy was lead by Uliyara, daughter 
  of Baroness Nadya, the ruler of Dalun. He suspects that 
  she used magic to vanish when the fighting started. If 
  the PCs ask him about the invaders from Irrisen, he 
  produces scraps of uniforms and other equipment. 
  PCs who succeed at a DC 15 Knowledge (nobility) check 
  recognize the insignia of Saarbotten, an Irriseni town 
  near the border. If the PCs show the scraps to Uliyara, 
  she recognizes the insignia and tells the PCs that 
  nearly every Irriseni settlements has its own forces 
  and acts independently. The PCs can also discover this 
  information with a successful DC 20 Knowledge (local) or 
  Knowledge (nobility) check.
  Halvor would like to launch a counter-raid against 
  Dalun, and offers the PCs a proposal.
  “My warriors demand retribution. We will go with you to Dalun, 
  acting as your caravan guards. Once outside the city’s walls, 
  we’ll attack. After that, you can continue on your way without 
  the threat of Dalun at your backs.”
  If the PCs don’t offer a more peaceful approach to the 
  city, Uliyara suggests the Ulfen travel with them to see 
  that Dalun desires peace. She staunchly opposes any 
  plan that includes violence. Though the PCs may side 
  with Uliyara, convincing Halvor to abstain from violence 
  requires a successful DC 20 Diplomacy check. In Subtier 
  4–5, Halvor is a charismatic leader who is harder to 
  convince, raising the DC to 24. If the PCs point out that 
  the attack on Whiterook came from Saarbotten’s force 
  and not Dalun’s, they receive a +2 circumstance bonus 
  on this Diplomacy check. Uliyara assists on this check 
  with an aid another, and if the PCs fail, she casts gallant 
  inspiration. Uliyara’s Spellsong feat allows her mask the 
  casting of this spell with a Perform (act) check. The PCs 
  
  11
  FROM UNDER ICE
  can attempt to recognize that she is casting a spell with 
  an opposed Perception or Sense Motive check. Do not roll 
  for Halvor—assume that he rolls low enough to fail his 
  Perception or Sense Motive check. 
  Creatures: Twelve Whiterook raiders watch the PCs 
  from nearby as the PCs speak to Halvor. In the unlikely 
  event that the PCs attack, Uliyara does not assist them, 
  and the Ulfen’s superior numbers quickly overwhelm the 
  PCs. After the Ulfen subdue the PCs, Halvor questions 
  the PCs further and eventually allows them to leave with 
  all of their equipment, but the PCs must swear serious 
  oaths to repay their debts in the future, and they gain 
  the Wereguild Thrall negative boon. Uliyara meets up 
  with the PCs outside of Whiterook and guides them past 
  Dalun to Naldak’s Point (area C).
  Development: Once the PCs decide how to approach 
  Dalun, Halvor gives them space to sleep overnight in 
  the village until the next morning. Halvor gives the 
  party two potions of resist energy (cold). When the PCs set 
  off for Dalun, a dozen warriors in a longship sail beside 
  them. If the PCs argue for a peaceful solution, they earn 1 
  Influence Point, but if they convince the Ulfen to pursue 
  a peaceful solution they instead earn 2 Influence Points.
  Rewards: See the sidebar Rewards for Areas A and B on 
  page 8 for all encounters in areas A and B.
  B. DALUN, IRRISEN
  As the PCs travel into Irrisen, the temperature drops 
  dramatically, falling to well below freezing. In the 
  distance, log cabins march across the snowy fields, 
  walking on knobby wooden legs. During the trip, they 
  see a winter wolf on the north bank, following the boat. If 
  they attack the wolf, it runs away and howls; otherwise it 
  eventually leaves without a sound.
  B1. A Pack of Gate Guards (CR 3 or CR 6)
  Stone cliffs mark the border of Irrisen on the northern bank. 
  Chill winds send flurries of snow over the edge, landing in 
  the river and on the grassy bank of the southern shore where 
  maple trees fight the icy doom of Irrisen’s endless winter. A 
  long, narrow cart path winds its way up the side of the cliff 
  from the docks to Dalun’s iron gates.
  Guards and their Irriseni ice bear companions wait just 
  outside the gates of Dalun for the PCs and the Ulfen from 
  Whiterook to approach. In Subtier 4–5, an officer mounted 
  on a horse accompanies the guards.
  If the PCs traveled to Whiterook and convinced Halvor 
  and his warriors not to attack, Halvor begins to reconsider 
  his decision to approach the city peacefully. The Jadwiga 
  are traditional enemies of his people. The long history of 
  atrocities that his people have suffered, together with how 
  weak Dalun’s defenses appear to be up close, both weigh 
  heavily on his mind. He shakes with barely contained rage. 
  However, before he orders his guards to attack, he turns to 
  the PCs and says “To approach in peace, after all the witches 
  have done…” and pauses to give the PCs one last chance 
  to convince him not to order a raid. PCs who succeed on 
  a DC 15 Sense Motive check discern that Diplomacy is 
  particularly difficult in this charged situation, and that 
  other social approaches would be much easier. The PCs 
  can convince him not to attack with a successful DC 25 
  Diplomacy check (DC 29 in Subtier 4–5). Alternatively, the 
  PCs could invent plausible reasons not to attack with a 
  successful DC 15 Bluff check (DC 19 in Subtier 4–5). The 
  PCs can instead use a successful DC 15 Intimidate check 
  (DC 19 in Subtier 4–5) with a reason why the Ulfen should 
  fear the consequences of the raid to convince Halvor not 
  to issue the order to attack. The guards are too far away to 
  overhear the PCs’ conversation with Halvor.
  If Halvor decides to attack Dalun, his warriors climb 
  over the walls into Dalun, leaving the PCs to fight the 
  guards just outside the gate. Combat breaks out when the 
  PCs are about 60 feet down the path from Dalun’s gates. 
  Uliyara uses a message to warn the guards of the imminent 
  attack and flees as soon as she can. If the PCs have earned 
  at least 3 Influence Points with her, she sends one of the 
  PCs the message “Meet me east of town.” An attack on 
  Dalun means that the PCs cannot enter the town.
  If the PCs defeated the Whiterook border guard, or 
  convinced Halvor not to attack Dalun, the Dalun guards 
  make normal inquiries when the PCs reach the gate, 
  asking the PCs who they are and what business they have 
  in Dalun. Regardless of the PC’s answers, Uliyara ensures 
  that the PCs gain passage into Dalun, using her message 
  spell to speak to the guards privately if necessary.
  Creatures: In Subtier 1–2, the two gate guards each lead 
  an Irriseni ice bear. Ice bears are a smaller breed of polar 
  bears that are well-suited to the sparse food supply of 
  Irrisen. In Subtier 4–5, a commander riding an armored 
  horse leads three guards with ice bear companions.
  Subtier 1–2 (CR 3)
  DALUN GUARDS (2) 
  CR 1
  Human hunter 2 (Pathfinder RPG Advanced Class Guide 26)
  N Medium humanoid 
  Init +3; Senses Perception +7
  SCALING ENCOUNTER B1
  To accommodate a group of four PCs, remove all ice bears 
  from the encounter, and give the Dalun guards animal 
  aspect (bear).
  
  N
  B. The Gates of Dalun
  I : Icebear
  I1 G1
  G3
  G2
  I3
  I2
  L
  G : Guard
  L : Lieutenant
  Pathfinder Flip-Mat: City Gates
  1 square = 5 feet
  12
  PATHFINDER SOCIETY SCENARIO
  
  13
  FROM UNDER ICE
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
  hp 19 (2d8+7)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 20 ft.
  Melee longsword +2 (1d8+1/19–20)
  Ranged heavy crossbow +4 (1d10/19–20)
  Hunter Spells Prepared (CL 2nd; concentration +4)
  1st (3/day)—cure light wounds, keen sensesAPG, magic fang, 
  summon nature’s ally I
  0 (at will)—detect magic, detect poison, guidance, light, 
  resistance
  TACTICS
  Before Combat One guard casts detect magic while the other 
  casts detect poison, to assist with searching people coming 
  into the city. The guards direct their bears, if present, to 
  look for any hidden creatures with their scent ability.
  During Combat The guards send their bears to harass 
  dangerous opponents while they fire their crossbows from 
  a safe distance, using animal aspect (tiger) to enhance 
  their Dexterity. If engaged in melee, they switch to animal 
  aspect (bull) to enhance their melee attacks.
  Morale If the guards are reduced to 10 hit points or fewer, 
  they yell loudly, “Dalun is under attack!” and attempt to 
  flee into the city and signal for reinforcements.
  STATISTICS
  Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
  Base Atk +1; CMB +2; CMD 15
  Feats Precise Shot, Rapid Reload (heavy crossbow), Toughness
  Skills Handle Animal +4, Intimidate +3, Knowledge (local) +1, 
  Knowledge (nature) +4, Perception +7, Profession (soldier) +6, 
  Sense Motive +3, Spellcraft +4, Stealth +3, Survival +7 (+8 to 
  follow tracks), Swim +1
  Languages Common, Skald
  SQ animal companion (bear), animal focus (2 minutes/day), 
  nature training, track +1, wild empathy +1
  Combat Gear potion of cure light wounds, thunderstone; Other 
  Gear breastplate, heavy crossbow with 10 bolts, longsword, 
  cleatsAPG, cold weather outfit, fursAPG, signal whistle, 
  snowshoesAPG, 13 gp
  IRRISENI ICE BEARS (2) 
  CR —
  Bear animal companion
  N Small animal 
  Init +6; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 Dex, +2 natural, +1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +6, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+2), 2 claws +5 (1d3+2)
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
  Feats Endurance, Improved Initiative
  Skills Perception +5, Survival +2, Swim +6
  SQ animal focus (bear), tricks (attack [any creature], come, 
  defend, down, guard, heel)
  Subtier 4–5 (CR 6)
  DALUN GUARDS (3) 
  CR 1
  hp 19 each (see Subtier 1–2)
  IRRISENI ICE BEARS (3) 
  CR —
  hp 19 each (see Subtier 1–2)
  DALUN LIEUTENANT 
  CR 4
  Human cavalier 5 (Pathfinder RPG Advanced Player’s Guide 32)
  LE Medium humanoid (human)
  Init +0; Senses Perception +1
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  hp 47 (5d10+15)
  Fort +7, Ref +1, Will +2
  OFFENSE
  Speed 20 ft.
  Melee mwk battleaxe +9 (1d8+3/×3) or 
  dagger +8 (1d4+4/19–20)
  Ranged javelin +5 (1d6+3)
  Special Attacks banner +2/+1, cavalier’s charge, challenge (+5, 
  +2, 2/day)
  TACTICS
  Before Combat The Dalun lieutenant only uses his potion of 
  barkskin if he knows he is going into combat.
  During Combat The lieutenant makes use of his mounted 
  combat feats to take down heavily armored targets first.
  Morale The lieutenant fights to the death to protect Dalun. 
  STATISTICS
  Str 16, Dex 10, Con 16, Int 8, Wis 12, Cha 13
  Base Atk +5; CMB +8; CMD 18
  Feats Mounted Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Swap PlacesAPG
  Skills Climb +4, Diplomacy +5, Handle Animal +9, Intimidate +5, 
  Knowledge (local) +6, Knowledge (nobility) +6, Profession 
  (soldier) +5, Ride +5, Sense Motive +6, Swim +4
  Languages Common
  SQ expert trainer +2, mount (horse), order of the lion (lion’s 
  call), tactician (2/day, 5 rounds, standard action)
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds; Other Gear mwk breastplate, mwk darkwood 
  heavy wooden shield, mwk battleaxe, dagger (2), javelin 
  (4), cleatsAPG, cold weather outfit, fursAPG, signal hornAPG, 
  snowshoesAPG, 11 gp
  
  14
  PATHFINDER SOCIETY SCENARIO
  DALUN LIEUTENANT’S MOUNT 
  CR —
  Horse animal companion
  N Large animal 
  Init +2; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+3 armor, +2 Dex, +6 natural, 
  –1 size)
  hp 42 (5d8+20)
  Fort +7, Ref +6, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 14, Con 17, Int 3, Wis 12, Cha 6
  Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
  Feats Power Attack, Run, Toughness
  Skills Acrobatics +5, Perception +7, Swim +8
  SQ combat trained, tricks (attack [any creature], come, defend, 
  down, guard, heel, track)
  Gear studded leather barding
  Development: If the PCs enter Dalun peacefully, they 
  earn 1 Influence Point, and they can continue to area B2. If 
  the Ulfen or the PCs initiate combat with the guards, the 
  commotion of the raid prevents  cannot enter the city and 
  must use the map provided by Venture-Captain Benarry to 
  make their way to area C. In this instance, Baroness Nadya 
  is particularly cautious and orders Dalun’s guards to 
  travel in larger groups;  in both Subtiers, add an additional 
  Dalun guard to the encounter Followed! on page 19. 
  If the PCs tried to get the Ulfen to approach Dalun 
  peacefully but failed, and they have earned at least 3 influence 
  Points, Uliyara confronts the PCs just east of town. She is 
  willing to continue to guide the party if they reassure her 
  that their intentions are peaceful, but she doesn’t take them 
  into Dalun. Otherwise, if the PCs fought the Dalun guards, 
  Uliyara doesn’t return to the party.
  Rewards: See the sidebar Rewards for Areas A and B on 
  page 8 for all encounters in areas A and B.
  B2. Negotiating with the Jadwiga
  The grey stone buildings of Dalun stand huddled together, as 
  if the stonework was attempting to withstand the cold. Snowy 
  cobblestone streets lead to a tall white spire in the center of 
  town, its sharp point piercing the blue sky; an icy sheen covers 
  the surface, glistening in the muted sunlight.
  Colorfully dressed merchants stand out against the blue, 
  grey and white clothing worn by the citizens of Irrisen, who 
  trot through the white cobblestone streets with immediacy. The 
  occasional ice troll lumbers along, giving non-Jadwiga humans 
  a disdainful snarl.
  Uliyara gives the PCs the names of several prominent 
  Jadwiga merchants with whom they can trade, including 
  Alexei Kartov, a respected jeweler (see Faction Notes below). 
  The PCs may wish to buy other trade goods including 
  ore, furs, or rare witch-tree seeds. With a successful DC 
  20 Diplomacy or Profession (merchant) check, the PCs 
  negotiate a favorable deal on the trade goods. 
  Once the PCs have traded away their letter of credit, 
  Uliyara asks them to speak to Baroness Nadya, the ruler 
  of Dalun, to gain her permission to travel farther north. 
  Uliyara does not follow the PCs in to the meeting, as 
  she has “other business to attend to in Dalun,” but she 
  recommends that the PCs tell the Baroness that “Haltani 
  sends her regards.” The PCs easily locate Baroness Nadya 
  outside her palace, seated in a garden whose “foliage” is 
  intricately sculpted out of ice. A group of guards stands 
  nearby, and they eye the PCs with open suspicion. The 
  guards demand that the PCs lay down their weapons 
  and explain why they would dare to enter the Baroness’s 
  presence without invitation. If the PCs pass along 
  Uliyara’s message, Nadya recognizes the name “Haltani” 
  as one of her daughter’s monikers, and gestures to her 
  guards to back away. Nadya is interested in establishing 
  long-term diplomatic relationships, but wary of spies 
  from her sister in Saarbotten or the free Ulfen. With a 
  successful DC 17 Bluff or Diplomacy check, she grants the 
  PCs her permission to travel no more than 5 miles from 
  Dalun, close enough to visit the dig site. If the PCs do 
  not pass along Uliyara’s message, they can still attempt 
  this Bluff or Diplomacy check, but the Baroness and 
  her guards are wary—the DC of the check increases to 
  22. If they fail this check, she still allows them passage 
  but secretly arranges for guards to shadow them. In this 
  event, add an additional Dalun guard to the encounter 
  Followed! on page 19.
  Development: Once the PCs have exchanged their 
  letter of credit and received permission to explore the 
  lands around Dalun, they can proceed to area C. If the PCs 
  receive a favorable deal with the Dalun merchants, they 
  earn 1 Influence Point. Creating a positive impression on 
  Nadya also awards them 1 Influence Point, for a possible 
  total of 2 Influence Points.
  Faction Notes: Scarab Sage faction members may wish 
  to speak with Alexei Kartov to obtain a high-quality 
  ice diamond. They must track him down at a local 
  gambling hall with a successful DC 10 Knowledge (local) 
  or Diplomacy check before trading with him. If the PCs 
  fail the DC 20 Diplomacy or Profession (merchant) check 
  to receive a favorable deal, they can still purchase an ice 
  diamond from Kartov for the letter of credit and 100 gp 
  in Subtier 1–2, or the letter and 300 gp in Subtier 4–5.
  Rewards: See the sidebar Rewards for Areas A and B on 
  page 8 for all encounters in areas A and B.
  
  N
  C. Naldak’s Point
  V : Vargrim
  V
  1 square = 5 feet
  C3
  C1
  C2
  S
  C5
  C6
  C4
  15
  FROM UNDER ICE
  
  16
  PATHFINDER SOCIETY SCENARIO
  SCALING ENCOUNTER C1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: As a winter wolf runt, Rigrory begs for 
  scraps and has become malnourished; he has the sickened 
  condition and can only use his breath weapon once.
  Subtier 4–5: Remove the advanced simple template 
  from Rigrory.
  C. NALDAK’S POINT
  Forests of evergreens open to a vast, relatively featureless 
  snowy plain, making navigation difficult. Traveling to 
  the dig site requires three hours of marching through 
  the snow and a successful DC 18 Survival check to avoid 
  getting lost. If Uliyara is with the PCs, she grants them 
  a +4 circumstance bonus on this check. If the PCs fail 
  the check, they wander for one hour without making 
  progress, and can attempt the check again.
  Each PC must attempt a Fortitude save (DC 15, +1 per 
  previous check) each hour to resist the cold and arctic 
  winds. Each time a PC fails a Fortitude save, she takes 
  1d6 points of nonlethal damage, which cannot be healed 
  until she enters a warmer area. A cold-weather outfit 
  grants a +5 circumstance bonus on these Fortitude saves.
  C1. The Wolf’s Choice (CR 4 or CR 7)
  Once the PCs arrive at Naldak’s Point, read or paraphrase 
  the following.
  As the vast plains give way to rugged hills, the ground becomes 
  hard and icy. An enormous rocky mound protrudes from the 
  ground, covered in ice and snow. On the northeast side of the 
  mound, thick walls of ice cascade down the side of the hill like 
  a miniature glacier. Two shapeless stone monoliths stand near 
  the base of the mound.
  The entrance to Naldak’s Point lies beyond a collapsed 
  archway. Several feet of ice have frozen over the once 
  splendid foyer; those who look closely can still see the 
  remains of chiseled stonework beyond the frozen wall, 
  and a tunnel leading into the rocky mound.
  The PCs must find a way through the ice wall on the 
  ground, or through one of several collapsed pieces of 
  ceiling that have also frozen over in thick layers of ice. If 
  they have trouble coming up with a way through, the GM 
  should remind them of the cache of blackfire clay provided 
  by Venture-Captain Benarry. Melting the ice takes 2 hours 
  when using the entire supply of blackfire clay, though a 
  PC succeeding at a DC 15 Knowledge (engineering) check 
  can use the clay more efficiently and accomplish the task 
  in only 1 hour. The blackfire clay produces substantial 
  heat; PCs who stand near to the melting wall no longer 
  have to roll Fortitude saves to resist cold, and are capable 
  of healing any nonlethal damage they sustained on the 
  journey. The ice wall has hardness 0 and 3,600 hit points. 
  If the PCs decide to physically chisel their way through, 
  all characters that participate in manually breaking the 
  ice gain the fatigued condition until they rest for 8 hours.
  Creatures: Rigrory waits in ambush, and approaches 
  the PCs as soon as they open a passage into Naldak’s 
  Point. Sent by Baroness Urgalaena to retrieve Uliyara, 
  he’s been tracking the path of the party and knows this 
  is the most likely site of interest. In Subtier 1–2, Rigrory 
  is a young winter wolf whose breath weapon is not fully 
  developed. In Subtier 4–5, Rigrory is a particularly 
  formidable winter wolf. Rigrory demands that the PCs 
  surrender Uliyara to him.
  If Uliyara has left the party, Rigrory recognizes the 
  PCs as the group that was previously guarding her, and 
  demands that the PCs stop hiding her. When the PCs 
  cannot do so, he attacks.
  Subtier 1–2 (CR 3)
  RIGRORY 
  CR 3
  Variant young winter wolf (Pathfinder RPG Bestiary 295, 280)
  NE Medium magical beast (cold)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +2
  Immune cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d6+4 plus 1d4 cold and trip)
  Special Attacks breath weapon (every 1d4 rounds, 15-ft. cone,  
   2d6 points of cold damage, Reflex half DC 14)
  TACTICS
  Before Combat Rigrory burrows into a snowdrift at the base of 
  the rocky mound and waits for the party to arrive. Rigrory 
  recognizes Uliyara, and tries to use her deception to his 
  advantage. He emerges from the snow, tells the PCs who she 
  is, and demands that they surrender her to him. He threatens 
  to call down the entire pack if the PCs don’t acquiesce. 
  During Combat If the PCs don’t surrender Uliyara, Rigrory 
  attacks. He uses his breath weapon on the first round, and 
  then attacks the PC who looks easiest to trip. 
  Morale If reduced to 20 hit points or fewer, he attempts to flee 
  while howling for reinforcements, hoping to get credit for 
  locating Uliyara, even if he can’t capture her.
  
  Uliyara
  17
  FROM UNDER ICE
  STATISTICS
  Str 16, Dex 17, Con 14, Int 9, Wis 13, Cha 10
  Base Atk +4; CMB +7; CMD 20 (24 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Perception +11, Stealth +9 (+15 in snow), Survival +4; 
  Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), +2 
  Survival
  Languages Common, Giant
  Subtier 4–5 (CR 6)
  RIGRORY 
  CR 6
  Advanced winter wolf (Pathfinder RPG 
  Bestiary 294, 280)
  NE Large magical beast (cold)
  Init +7; Senses darkvision 60 ft., low-
  light vision, scent; Perception +13
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+3 
  Dex, +9 natural,  –1 size)
  hp 69 (6d10+36)
  Fort +11, Ref +8, Will +5
  Immune cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 50 ft.
  Melee bite +12 (1d8+10 plus 1d6 
  cold and trip)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (every 
  1d4 rounds, 15-ft. cone, 6d6 points of 
  cold damage, Reflex half DC 17)
  TACTICS
  Use the tactics in Subtier 1–2 (see page 16).
  STATISTICS
  Str 24, Dex 17, Con 22, Int 13, Wis 17, Cha 14
  Base Atk +6; CMB +14; CMD 27 (31 vs. trip)
  Feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Perception +13, Stealth +6 (+12 in snow), Survival +7; 
  Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), 
  +2 Survival
  Languages Common, Giant
  Development: If the PCs relinquish Uliyara, Rigrory 
  doesn’t attack them or call his pack. He also doesn’t care 
  if they take her gear, including the ice diamond necklace. 
  Uliyara follows the winter wolf without putting up a 
  fight—she recognizes that she would be unlikely to win 
  in combat, and believes that she would be better off trying 
  to resolve this situation diplomatically with whoever gave 
  the order to track her down. If the PCs protect Uliyara, 
  they earn 1 Influence Point. Now exposed, Uliyara no 
  longer pretends to be Haltani.
  Rewards: If the PCs fail to defeat Rigrory or if they 
  give up Uliyara, reduce each PC’s gold earned by 181 gp 
  in both Subtiers.
  C2. Frozen Foyer
  Intricate gilded stonework adorns the entrance, and a 
  complex marble mosaic paves the floor. Arrow slits flank 
  the north and south sides of the hall, but the north side 
  has collapsed and is choked with rubble. On the eastern 
  end, two 10-foot-tall marble statues of armored dwarves 
  flank a fresco depicting an opulent throne room. 
  The faces of the statues have been broken off.
  When Hao Jin transported Naldak’s Point into 
  her tapestry, the town’s absence in the large hill 
  created several cave-ins and cracks in the ceiling. 
  Snow melted and dripped into the once 
  sealed cavern, creating large pools of water. 
  As the forces of Baba Yaga approached, the 
  Jadwiga’s powerful winter magic froze 
  everything solid, creating large sheets 
  of ice that coat every surface in the 
  common areas.
  Hazard: 
  Ice 
  covers 
  the 
  floor. 
  Characters 
  must spend 2 squares of 
  movement to enter a square 
  covered by ice, and the DC for 
  Acrobatics checks on surfaces 
  covered by ice increases by 5.
  C3. Hidden Cache
  The guards of Naldak’s Point kept weapons 
  and armor in reserve, hidden behind a 
  secret door. Locating the hidden switch to open the door 
  requires a successful DC 20 Perception check (DC 24 in 
  Subtier 4–5). 
  Treasure: The residents cleared out most of the cache, 
  but did not have time to claim everything. A masterwork 
  heavy steel shield and an ivory-handled heavy crossbow 
  (a +1 repeating heavy crossbow in Subtier 4–5) lie discarded 
  on the floor.
  Rewards: If the PCs fail to discover the hidden cache, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 28 gp.
  Out of Subtier: Reduce each PC’s gold earned by 138 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 249 gp.
  C4. Naldak’s Point Lost
  Thousands of icicles cover the ceiling of this cylindrical 
  chamber. The outside edge forms a perfect circular curve, 
  cutting into stone without mark of chisel or tool, impossibly 
  smooth. Only places where ice flows over the stone, or where 
  
  Vargrim
  18
  PATHFINDER SOCIETY SCENARIO
  the structures have collapsed, mar the perfect precision of 
  the cylinder. The remains of workshops and living spaces, still 
  furnished, peak through holes in the cylindrical void. At the 
  southern and western edges of the cavern, large portions of 
  the stone and ice have collapsed, cutting into the immense 
  void with piles of rubble.
  All that remains of Naldak’s Point is the ruined foyer, a 
  crumbling guard post, and an empty chamber of rock and 
  ice. Hao Jin’s magic transported most of the town into 
  her magical tapestry demiplane. The edge 
  of the spell sheared through walls, 
  doors, furniture, and stone with 
  perfect precision.
  Hazards: Ice covers the walls 
  and floor (see area C2).
  C5. Abandoned Guard Post
  Desks sit empty, a few scraps 
  of meaningless paper littering 
  the drawers. A weapon rack 
  in the southeastern corner of 
  the room contained the town’s 
  arsenal during their heyday. 
  The door to the iron cage in 
  the northeastern corner of the 
  room is locked with an average 
  lock (Disable Device DC 25). 
  Only the tattered remains 
  of an old cot and manacles 
  remain in the room.
  C6. Entombed in Ice (CR 3 or CR 6)
  As the only fully intact apartment remaining from Naldak’s 
  Point, this is where the dwarf, Vargrim, came to rest 
  when Baba Yaga’s forces invaded. He had ventured out to 
  look for his son, Bardak, who had run off, refusing to go 
  with Hao Jin. While Vargrim was still out searching for 
  his son, Bardak had returned to Naldak’s Point. Not able 
  to wait a moment longer, Hao Jin teleported the majority 
  of the town, including Bardak, into her magical tapestry. 
  Vargrim returned moments before the spell was completed 
  and watched as the town vanished. He sat alone in the only 
  remaining apartment until the Jadwiga descended on him. 
  They laughed at his ill fortune and left him to freeze to 
  death, creating a thick wall of ice to entomb him forever.
  Creatures: The frozen corpse of a dwarf slumps against 
  the wall, perfectly preserved in a block of ice. Vargrim, 
  descendant of Naldak, was the head of his clan when Baba 
  Yaga invaded. He wears a hexagonal hematite beard clasp 
  with a single dwarven rune inscribed on the face. Once a 
  creature gets within striking distance, he bursts from the 
  ice and attacks.
  Subtier 1–2 (CR 3)
   VARGRIM 
  CR 3
  Advanced variant ghoul (Pathfinder RPG Bestiary 294, 146)
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +9
  Aura frozen aura (10 ft., DC 15)
  DEFENSE
   
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 17 (2d8+8)
  Fort +4, Ref +4, Will +7
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+3 plus 
  disease and paralysis), 2 claws 
  +5 (1d6+3 plus paralysis)
  Special Attacks paralysis 
  (1d4+1 rounds, DC 15, elves are 
  immune to this effect)
  STATISTICS
  Str 17, Dex 19, Con —, Int 17, 
  Wis 18, Cha 18
  Base Atk +1; CMB +4; CMD 18
  Feats Weapon Finesse
  Skills Acrobatics +6, Climb 
  +8, Perception +9, Stealth +9, 
  Swim +5
  Languages Common, Dwarven
  SQ ice walker
  TACTICS
  During Combat Vargrim attacks Uliyara first if she is present. 
  He is motivated only by two desires: to exact revenge on 
  witches, and to satisfy his supernatural hunger. He attempts 
  to paralyze as many people as possible to remove the PC’s 
  advantage of numbers.
  Morale Vargrim fights until he is destroyed.
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; 
  onset 1 day; frequency 1/day, effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. If is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid of 
  4 Hit Dice or more rises as a ghast.
  Frozen Aura (Su) Any creature that ends its turn within 10 
  feet of Vargrim takes 1d6 points of cold damage (Fortitude 
  DC 15 half). The save DC is Charisma-based.
  Ice Walker (Ex) Vargrim can travel across ice and snow at full 
  speed without penalty.
  
  19
  FROM UNDER ICE
  Subtier 4–5 (CR 7)
  VARGRIM 
  CR 6
  Variant revenant (Pathfinder RPG Bestiary 2 235; see page 28)
  Aura frozen aura (10 ft., DC 18)
  DEFENSE
  hp 76
  STATISTICS
  SQ ice walker
  TACTICS
  During Combat Vargrim uses his chilling shriek on the first 
  round. On the second round, he then attacks a Jadwiga, if 
  there are any present (Uliyara is his most likely target). If 
  the PCs attack him in the first two rounds, he is enraged 
  that they are interfering with his revenge, and he turns his 
  attention toward killing the PCs.
  Morale Vargrim is fueled by his hatred for the Jadwiga that left 
  him to die, and fights until he is destroyed.
  SPECIAL ABILITIES
  Chilling Shriek (Su) Once every 1d4 rounds, Vargrim can shriek 
  as a standard action. All creatures within a 60-foot radius 
  must succeed on a DC 18 Reflex save or be entangled in 
  shards of ice for 1d4 rounds. Creatures who are immune to 
  cold are immune to this ability. The save DC is Charisma-
  based. This ability replaces baleful shriek.
  Frozen Aura (Su) Any creature that ends its turn within 10 feet 
  of Vargrim takes 2d6 points of cold damage (Fortitude DC 18 
  half). The save DC is Charisma-based.
  Ice Walker (Ex) Vargrim can travel across ice and snow at full 
  speed without penalty.
  Reason to Hate (Su) Vargrim hates all Jadwiga. If he can kill 
  a single Jadwiga, he is immediately slain. When Vargrim 
  encounters a Jadwiga, he gains the benefits of a haste spell 
  (CL 20) as long as the Jadwiga remains in sight. In addition, 
  Vargrim gains a +4 profane bonus on attack rolls, weapon 
  damage rolls, grapple checks, and saving throws against 
  any Jadwiga.
  Treasure: Lying on the table is Vargrim’s waraxe. In 
  Subtier 1–2, it is a masterwork dwarven waraxe; in Subtier 
  4–5, it is a +1 dwarven waraxe.
  Development: Vargrim’s pack contains his personal 
  diary, written in Dwarven, containing the story of Hao 
  Jin transporting the entire city to safety, his last minute 
  search for his son, and being left behind just as Baba Yaga’s 
  armies closed in (see Player Handout). Just as the PCs leave 
  area C6, a group of trackers from Dalun arrives in area C2 
  (see the encounter Followed! below).
  Faction Notes: Grand Lodge faction members should 
  be particularly interested in the beard clasp worn by the 
  frozen dwarf. It is a gladdringgoch, a traditional beard or 
  hair clasp that a clan’s leader wears as a mark of status. A 
  PC who succeeds at a DC 15 Knowledge (local) or Knowledge 
  (history) check recognizes the social significance of 
  the clasp. With a successful DC 15 Knowledge (nobility) 
  or Linguistics check, a PC recognizes the rune for one 
  of King Gutheran’s family lines; this rune served as 
  the basis for the modern dwarven rune for “royalty” or 
  “king’s blood.”
  Rewards: If the PCs fail to obtain Vargrim’s waraxe, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 28 gp.
  Out of Subtier: Reduce each PC’s gold earned by 111 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 194 gp.
  Followed! (CR 4 or CR 7)
  After the PCs have had sufficient time to explore Naldak’s 
  Point, they encounter forces from Dalun in area C2.
  Creatures: Trackers from Dalun have followed the PCs 
  to Naldak’s Point. Baroness Nadya heard that spies from 
  Saarbotten were trying to capture her daughter, and she 
  suspects that the PCs may be those spies. The Baroness sent 
  her niece Kiryena to find Uliyara and discern the PCs’ true 
  motives. Kiryena demands to know who the PCs are and 
  what they are doing. In Subtier 1–2, a guard from Dalun, 
  an Irriseni ice bear, and a Small ice elemental accompany 
  SCALING ENTOMBED IN ICE
  To accommodate a group of four PCs, the undead dwarf’s 
  bones have locked in place from sitting alone for so long. 
  Subtier 1–2: Remove the advanced template from Vargrim 
  (removing the template lowers the save DCs for his disease, 
  paralysis, and frozen aura). 
  Subtier 4–5: The PCs gain a surprise round. Vargrim is 
  staggered on the first full round of combat. Use the frozen 
  aura from Subtier 1–2 (see page 18).
  OPTIONAL ENCOUNTER
  The encounter in area C6 with the undead dwarf is optional. 
  If fewer than 90 minutes remain in the scenario, Vargrim’s 
  corpse is still present but he is not an undead.
  SCALING FOLLOWED!
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove the Small ice elemental from the 
  encounter.
  Subtier 4–5: Replace the Dalun lieutenant and his mount 
  with a Dalun guard and an Irriseni ice bear from Subtier 1–2. 
  
  20
  PATHFINDER SOCIETY SCENARIO
  Kiryena. In Subtier 4–5, a mounted guard lieutenant from 
  Dalun and an ice troll accompany her instead.
  If the PCs wish to allay Kiryena’s suspicions, they 
  must succeed at a Diplomacy check to convince her not 
  to take them prisoner. If Uliyara is alive, and with the 
  PCs, she steps forward and defends the PCs, granting 
  them a bonus on this Diplomacy check equal to twice the 
  number of Influence Points they have earned. The base 
  DC of this Diplomacy check is 22 in Subtier 1–2, and 27 in 
  Subtier 4–5. If the PCs attack first before giving Kiryena 
  a chance to talk, and Uliyara is present, Uliyara yells at 
  the PCs to stop fighting and quickly asks what Kiryena is 
  doing here. The PCs lose 3 Influence Points, but Kiryena 
  recognizes that Irrisen is a dangerous land, and those 
  who hesitate do not always survive. She is willing to listen 
  to the PCs if put away their weapons.
  Kiryena has the winter witch archetype, a variant of 
  witch that appears in Pathfinder Campaign Setting: Inner Sea 
  Magic. All relevant rules for her archetype are included in 
  her stat block.
  Subtier 1–2 (CR 4)
  DALUN GUARD 
  CR 1
  hp 19 (use the statistics for the Dalun guard on page 13)
  IRRISENI ICE BEAR 
  CR —
  hp 19 (use the statistics for the Irriseni ice bear on page 13)
  KIRYENA 
  CR 1
  Female human witch (winter witch) 2 (Pathfinder RPG 
  Advanced Class Guide 65, Pathfinder Campaign Setting: 
  Inner Sea Magic 43)
  N Medium humanoid (human)
  Init +1; Senses Perception +1
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 13 (2d6+4)
  Fort +3, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d4–1/19–20)
  Special Attacks hexes (evil eye [–2, 6 rounds], misfortune 
  [1 round])
  Spell-Like Abilities
  Constant—endure elements (cold only)
  Witch Spells Prepared (CL 2nd; concentration +5)
  1st—frostbiteUM, mage armor, unshakable chillUM (DC 15)
  0 (at will)—daze (DC 14), detect magic, message, ray of frost
  Patron WinterUM
  TACTICS
  Before Combat Kiryena casts mage armor before heading into 
  the cave. 
  During Combat Kiryena uses her evil eye and misfortune 
  hexes against the most dangerous-looking PCs. If a PC looks 
  heavily injured, she casts unshakable chill on that PC. If she 
  is cornered in melee, she casts frostbite.
  Morale If Kiryena is reduced to 5 hit points or fewer, she 
  retreats, ordering the guard and the ice elemental to cover 
  her retreat, then follow her.
  Base Statistics Without mage armor, Kiryena’s statistics are AC 
  11, touch 11, flat-footed 10.
  STATISTICS
  Str 8, Dex 13, Con 12, Int 17, Wis 10, Cha 14
  Base Atk +1; CMB +0; CMD 11
  Feats Combat Casting, Great Fortitude
  Skills Appraise +4, Bluff +3, Diplomacy +3, Heal +4, 
  Knowledge (arcana) +8, Knowledge (nature) +7, Knowledge 
  (planes) +7, Perception +1, Sense Motive +1, Spellcraft +7, 
  Use Magic Device +6
  Languages Common, Giant, Hallit, Skald 
  SQ familiar (raven named Zemyana)
  Combat Gear wand of ill omenAPG (25 charges); Other Gear 
  dagger, courtier’s outfit (with jewels), 48 gp
  SPECIAL ABILITIES
  Cold Flesh (Ex) A winter witch gains endure elements 
  as a constant, spell-like ability, but only against cold 
  temperatures. This replaces the witch’s 4th-level hex.
  Ice Magic When a winter witch casts a spell with the cold 
  descriptor, the save DC of the spell increases by 1. She 
  cannot learn or cast spells with the fire descriptor.
  SMALL ICE ELEMENTAL 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 2 114; see page 25)
  Subtier 4–5 (CR 7)
  DALUN LIEUTENANT 
  CR 4
  Human cavalier 5 (use the statistics for the Dalun lieutenant on 
  page 13)
  hp 47
  DALUN LIEUTENANT’S MOUNT 
  CR —
  Horse (use the statistics for the Dalun lieutenant’s mount on 
  page 14)
  hp 42
  ICE TROLL 
  CR 4
  hp 45 (Pathfinder RPG Bestiary 2 271; see page 29 )
  KIRYENA 
  CR 4
  Female human witch (winter witch) 5 (Pathfinder RPG 
  Advanced Class Guide 65, Pathfinder Campaign Setting: 
  Inner Sea Magic 43)
  N Medium humanoid (human)
  Init +1; Senses Perception +5
  
  21
  FROM UNDER ICE
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 40 (5d6+20)
  Fort +5, Ref +3, Will +5
  Resist cold 5
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4–1/19–20)
  Special Attacks hexes (evil eye [–2, 7 rounds], healing [cure 
  moderate], misfortune [1 round])
  Spell-Like Abilities
  Constant—endure elements (cold only)
  Witch Spells Prepared (CL 5th; concentration +9)
  3rd—sleet storm, spit venomUM (DC 17)
  2nd—blindness/deafness (DC 16), cure moderate wounds, 
  false life
  1st—frostbiteUM, icicle daggerUM, mage armor, unshakable 
  chillUM (DC 17)
  0 (at will)—daze (DC 14), detect magic, message, ray of frost
  Patron WinterUM
  TACTICS
  Before Combat Kiryena casts mage armor and false life before 
  heading into the cave. As soon as she detects the PCs, she 
  casts icicle dagger.
  During Combat Kiryena uses sleet storm to hamper the PCs, 
  saving blindness/deafness and spit venom to debilitate the 
  most threatening PCs. She uses her healing hex to revive her 
  allies if they fall unconscious.
  Morale If she is reduced to 10 hit points or fewer and she 
  cannot heal herself, she retreats, ordering the ice troll and 
  lieutenant to cover her retreat, then follow her.
  Base Statistics Without mage armor and false life, Kiryena’s 
  statistics are AC 11, touch 11, flat-footed 10; hp 30.
  STATISTICS
  Str 8, Dex 13, Con 12, Int 18, Wis 10, Cha 14
  Base Atk +2; CMB +1; CMD 12
  Feats Combat Casting, Elemental Focus (cold)APG, Extra Hex, 
  Great Fortitude 
  Skills Appraise +5, Bluff +7, Diplomacy +7, Heal +4, Knowledge 
  (arcana) +12, Knowledge (nature) +8, Knowledge (planes) 
  +8, Perception +5, Sense Motive +5, Spellcraft +12, Use Magic 
  Device +6
  Languages Common, Giant, Hallit, Skald
  SQ familiar (raven named Zemyana)
  Combat Gear wand of ill omenAPG (25 charges), wand of see 
  invisibility (13 charges); Other Gear dagger, boots of the 
  winterlands, cloak of resistance +1, courtier’s outfit (with 
  jewels), 32 gp
  SPECIAL ABIITIES
  Cold Flesh (Ex) A winter witch gains endure elements 
  as a constant, spell-like ability, but only against cold 
  temperatures. At 4th level, she gains cold resistance 5, 
  making her comfortable in near-freezing temperatures. This 
  replaces the witch’s 4th-level hex.
  Ice Magic When a winter witch casts a spell with the cold 
  descriptor, the save DC of the spell increases by 1. She 
  cannot learn or cast spells with the fire descriptor.
  Development: If the PCs successfully talk down the 
  guards and Uliyara is present, they gain 1 Influence Point. 
  She thanks them for the exciting adventure and asks how 
  she might be able to join the Pathfinder Society. This 
  inquiry causes Kiryena to give her cousin an alarmed 
  look, but she says nothing. Kiryena and her guards escort 
  Uliyara back to Dalun, and they offer to escort the PCs 
  as well. 
  If the PCs don’t convince the Dalun officials of their 
  good intent, but are willing to go peacefully, the guards 
  take the PCs into custody. They strip them of all weapons, 
  potions, and potential combat gear before escorting them 
  to Dalun, leaving it to Baroness Nadya to decide their 
  fate. Baroness Nadya eventually releases the PCs, but she 
  confiscates Vargrim’s journal, and the Pathfinder Society 
  is forced to expend additional resources to purchase it 
  from her. Baroness Nadya forbids her daughter from 
  interacting with the Pathfinder Society in the future, and 
  so the PCs lose all Influence points that they have earned 
  with Uliyara. The PCs do not need to pay any Prestige 
  points to secure their release, but they receive no Prestige 
  Points or Fame for the scenario. Baroness Nadya returns 
  all of the PCs’ gear, including the gold that they earned in 
  previous encounters of this scenario. 
  However, if the PCs decide to fight their way to 
  freedom, Uliyara sides with Kiryena and tries to protect 
  her cousin and her people. If combat breaks out, the PCs 
  lose all Influence Points that they have earned.
  Faction Notes: If the PCs earn 5 Influence Points or 
  more, and do not get into combat with Kiryena and her 
  guards , then Uliyara gives her ice diamond necklace 
  to any Scarab Sage faction member who has shown an 
  interest in it.
  Rewards: If the PCs fail to convince the Dalun officials 
  of their innocence or fail to defeat them in combat, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 72 gp.
  Out of Subtier: Reduce each PC’s gold earned by 317 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 562 gp.
  CONCLUSION
  The journey from Dalun to Kalsgard proceeds without 
  incident. Once the PCs return to the Grinning Pixie, 
  Venture-Captain Benarry is able to translate the 
  dwarven journal, if needed. While she initially expresses 
  disappointment that the PCs did not recover a piece of 
  the Sky Key, her chagrin quickly turns to excitement as 
  she reads through Vargrim’s journal. 
  
  22
  PATHFINDER SOCIETY SCENARIO
  Venture-Captain Benarry’s face breaks into a wide smirk, and 
  she laughs heartily. “To think, Naldak’s piece of the Sky Key has 
  been in the Hao Jin tapestry all along! Well, easy enough. I’ll 
  just have to have a chat with the Master of Spells about sending 
  a group of agents in to pick it up. The tapestry is vast, and we 
  never would have known where to look it weren’t for you. To 
  top that off, studying the section of Naldak’s Point that Hao 
  Jin’s magic narrowly missed ripping out of Golarion could teach 
  us more about the tapestry itself. Well done, Pathfinders!” 
  If the PCs were able to earn 5 or more Influence Points, 
  the Society gains Uliyara as a contact in Irrisen and 
  considers training her as a Pathfinder if they can get 
  Baroness Nadya’s approval. Venture-Captain Benarry 
  thanks the PCs for finding the Pathfinder Society “a new 
  ally in an unforgiving country.” Benarry uses her network 
  of contacts to keep in touch with Uliyara, trading books 
  on customs of the Inner Sea for news from Irrisen.
  Reporting Notes
  If the PCs earned 5 or more Influence Points with Uliyara, 
  check box A on the reporting sheet. If a Scarab Sage 
  faction member obtained Uliyara’s ice diamond necklace, 
  check box B. If a Scarab Sage faction member obtained an 
  ice diamond from Alexei Kartov, check box C.
  Primary Success Conditions
  The PCs succeed at their primary mission if they obtain 
  Vargrim’s journal from area C6 and return to Venture-
  Captain Benarry with it in hand. 
  Secondary Success Conditions
  The PCs successfully complete their secondary mission 
  if they earn 5 or more Influence Points with Uliyara, 
  securing an influential ally in Irrisen. Fulfilling the 
  secondary success condition also earns each PC the Warm 
  Friend in a Cold Land boon on her Chronicle Sheet.
  Faction Notes
  The Grand Lodge Faction is very interested in discovering 
  more about both the descendants of King Gutheran and 
  the Hao Jin tapestry. If the PCs obtained and fully identified 
  the gladdringgoch, each Grand Lodge faction PC earns the 
  Naldak’s Legacy boon on her Chronicle sheet.
  The Scarab Sages Faction seeks rare jewels that could 
  form the foundation for future sage jewels. If the PCs 
  obtained an ice diamond, either from Alexei Kartov or 
  from Uliyara, each Scarab Sage faction PC earns the Icy 
  Jewel Recovery boon on her Chronicle Sheet.
  PLAYER HANDOUT
  The cold winds howled fiercely last night. I fear that the cataclysm may truly be as 
  great as the strange sorcerer Hao Gin warned. She has been knocking at our doors 
  every morning, and today, I made the decision for the clan—better to take the risk of 
  letting her whisk us all away into her mysterious realm than the certainty of freezing to 
  death. Unfortunately, Bardak didn’t agree. My son is far too stubborn for his own 
  good. He ran off, and I couldn’t find him anywhere. Now it’s too late; Hao Gin 
  spirited away the rest of the clan, and I’m stuck out here in the last few rooms that she 
  left behind. Even worse, a giant block of ice froze over the only way out of here. I could 
  swear I heard cackling laughter from the other side of the ice, before it grew thick enough 
  to seal off all sound from the outside world. I can only pray to Torag that Bardak 
  changed his stubborn mind and accompanied his kin.
  
  23
  FROM UNDER ICE
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–18: 
  From Under Ice
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game 
  Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Russell Cole.
  Pathfinder Society Scenario #6–18: From Under Ice © 2015, Paizo Inc.; 
  Author: Andrew Hoskins.
  
  24
  PATHFINDER SOCIETY SCENARIO
  
  25
  FROM UNDER ICE
  Elemental, Ice
  From the waist up, this icy creature’s features are humanoid, but 
  below its body is a snake-like, slithering tail.
  ICE ELEMENTAL
  Languages Aquan
  ECOLOGY
  Environment any land or water (Plane of Water)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL ABILITIES
  Ice Glide (Su) A burrowing ice elemental can pass through 
  nonmagical ice and snow as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other sign of its presence. A 
  control water spell cast on an area containing a burrowing 
  ice elemental flings the elemental back 30 feet, stunning the 
  creature for 1 round unless it succeeds on a DC 15 Fortitude 
  save.
  Icewalking (Ex) This ability works like the spider climb spell, 
  but the surfaces the elemental climbs must be icy. The 
  elemental can move across icy surfaces without penalty and 
  does not need to make Acrobatics checks to run or charge 
  on ice.
  Numbing Cold (Su) When an ice elemental deals cold damage 
  to a creature, that creature must succeed on a Fortitude 
  save or be staggered for 1 round. The save DC is listed in the 
  elemental’s stat block and is Constitution-based.
  Snow Vision (Ex) An ice elemental can see perfectly well 
  in snowy conditions and does not take any penalties on 
  Perception checks while in snow.
  SMALL ICE ELEMENTAL 
  CR 1
  XP 400
  N Small outsider (air, cold, elemental, extraplanar, water)
  Init –1; Senses darkvision 60 ft., snow vision; Perception +5
  DEFENSE
  AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref +2, Will +0
  Immune cold, elemental traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee slam +4 (1d4+1 plus 1d3 cold)
  Special Attacks numbing cold (DC 12)
  STATISTICS
  Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 11 (can’t be tripped)
  Feats Power Attack
  Skills Knowledge (planes) +2, Perception +5, Stealth +8, Swim +9
  SQ ice glide, icewalking
  MEDIUM ICE ELEMENTAL 
  CR 3
  XP 800
  N Medium outsider (air, cold, elemental, extraplanar, water)
  Init +0; Senses darkvision 60 ft., snow vision; Perception +7
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +4, Will +1
  Immune cold, elemental traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee slam +7 (1d6+4 plus 1d4 cold)
  Special Attacks numbing cold (DC 14)
  STATISTICS
  Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 17 (can’t be tripped)
  Feats Cleave, Power Attack
  Skills Knowledge (planes) +4, Perception +7, Stealth +7, Swim +11
  SQ ice glide, icewalking
  LARGE ICE ELEMENTAL 
  CR 5
  XP 1,600
  N Large outsider (air, cold, elemental, extraplanar, water)
  Init +5; Senses darkvision 60 ft., snow vision; Perception +11
  DEFENSE
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +7, Will +2
  DR 5/—; Immune cold, elemental traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +12 (1d8+5 plus 1d6 cold)
  Space 10 ft.; Reach 10 ft.
  Special Attacks numbing cold (DC 17)
  STATISTICS
  Str 20, Dex 12, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 25 (can’t be tripped)
  Feats Cleave, Great Cleave, Improved Initiative, Power Attack
  Skills Intimidate +11, Knowledge (planes) +9, Perception +11, 
  Stealth +8, Swim +13
  SQ ice glide, icewalking
  HUGE ICE ELEMENTAL 
  CR 7
  XP 3,200
  N Huge outsider (air, cold, elemental, extraplanar, water)
  Init +7; Senses darkvision 60 ft., snow vision; Perception +13
  DEFENSE
  AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, –2 size)
  hp 95 (10d10+40)
  Fort +11, Ref +10, Will +3
  DR 5/—; Immune cold, elemental traits
  
  26
  PATHFINDER SOCIETY SCENARIO
  Weaknesses vulnerable to fire 
  OFFENSE
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +15 (2d6+7 plus 1d8 cold)
  Space 15 ft.; Reach 15 ft.
  Special Attacks numbing cold (DC 19)
  STATISTICS
  Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +19; CMD 33 (can’t be tripped)
  Feats Cleave, Dodge, Great Cleave, Improved Initiative,  
  Power Attack
  Skills Intimidate +13, Knowledge (planes) +11, Perception +13, 
  Stealth +8, Swim +15
  SQ ice glide, icewalking
  GREATER ICE ELEMENTAL 
  CR 9
  XP 6,400
  N Huge outsider (air, cold, elemental, extraplanar, water)
  Init +8; Senses darkvision 60 ft., snow vision; Perception +16
  DEFENSE
  AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2 size)
  hp 123 (13d10+52)
  Fort +12, Ref +14, Will +4
  DR 10/—; Immune cold, elemental traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +20 (2d8+9 plus 2d6 cold)
  Space 15 ft.; Reach 15 ft.
  Special Attacks numbing cold (DC 20)
  STATISTICS
  Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +24; CMD 39 (can’t be tripped)
  Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, 
  Lightning Reflexes, Power Attack, Vital Strike
  Skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15, 
  Perception +16, Stealth +12, Swim +17
  SQ ice glide, icewalking
  ELDER ICE ELEMENTAL 
  CR 11
  XP 12,800
  N Huge outsider (air, cold, elemental, extraplanar, water)
  Init +9; Senses darkvision 60 ft., snow vision; Perception +19
  DEFENSE
  AC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge,  
  +10 natural, –2 size)
  hp 152 (16d10+64)
  Fort +14, Ref +17, Will +5
  DR 10/—; Immune cold, elemental traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +24 (2d10+10/19–20 plus 2d8 cold)
  Space 15 ft.; Reach 15 ft.
  Special Attacks numbing cold (DC 22)
  STATISTICS
  Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +28; CMD 44 (can’t be tripped)
  Feats Cleave, Combat Reflexes, Dodge, Improved Critical (slam), 
  Improved Initiative, Lightning Reflexes, Power Attack, Vital 
  Strike
  Skills Escape Artist +24, Intimidate +19, Knowledge (planes) +19, 
  Perception +19, Stealth +16, Swim +37
  SQ ice glide, icewalking
  Ice elementals are creatures made of animated snow and 
  ice. They form in especially cold parts of the Plane of 
  Water and along its border with the Plane of Air, where 
  giant icebergs careen off of world-high waterfalls into the 
  open sky. Ice elementals vary in their exact appearance.
  
  27
  FROM UNDER ICE
  Marauders
  Raiders and bloodthirsty savages who prey upon the 
  fringes of empires, marauders view themselves as the 
  unbridled lords of land and sea. From horseback, grim 
  vessels, or on foot, these deadly warriors strike back against 
  the encroachments of law and civilization, wresting food, 
  wealth, and whatever other spoils they please from proud 
  or unwary victims. Many marauders find themselves 
  spearheading a clash between cultures, a conflict not 
  pursued for evil reasons but due to misunderstandings, 
  expanding borders, or dwindling resources, and they 
  refuse to stand down without a fight.
  RAIDER 
   CR 5
  XP 1,600
  Human barbarian 6 
  CN Medium humanoid 
  Init +2; Senses Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 12 (+4 armor, +2 Dex, +1 dodge, –2 
  rage)
  hp 67 (6d12+28)
  Fort +9, Ref +4, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +2
  OFFENSE
  Speed 40 ft.
  Melee mwk spear +12/+7 (1d8+7/×3) or 
  kukri +11/+6 (1d4+5/18–20)
  Ranged mwk composite longbow +9/+4 (1d8+3/×3)
  Special Attacks rage (16 rounds/day), rage powers (animal 
  fury, no escape, scent)
  TACTICS
  Base Statistics When not raging, the raider has AC 17, touch 
  13, flat-footed 14; hp 55; Fort +7, Will +3; Melee mwk spear 
  +10/+5 (1d8+4/×3) or kukri +9/+4 (1d4+3/18–20); Str 17, Con 
  14; CMB +9; Climb +9, Swim +7.
  STATISTICS
  Str 21, Dex 14, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +6; CMB +11; CMD 22
  Feats Dodge, Mobility, Point Blank Shot, Shot on the Run
  Skills Acrobatics +11 (+15 jump), Climb +11, Intimidate +8, 
  Knowledge (nature) +6, Perception +8, Survival +7, Swim +9
  Languages Common
  SQ fast movement
  Combat Gear oil of magic weapon, potion of cure light 
  wounds, thunderstone; Other Gear +1 studded leather, 
  javelin of lightning, kukri, masterwork composite longbow 
  (+3 Str) with 40 arrows, masterwork spear, 1 gp
  Boon Raiders can assist the PCs in ascending high mountain 
  peaks, cliffs, or passes, while warning them of dangerous 
  areas and hidden locales (+2 circumstance bonus for 1 week 
  on Perception and Survival checks within a 10-mile radius).
  Raiders are the children of the raging storm, wild 
  warriors from the wrinkled hills and jagged mountains. 
  They descend from their aeries with moods as foul and 
  war cries as terrifying as the wild weather that drives 
  them, leaping, scaling the heights, diving from cover to 
  cover, and raining death upon their enemies. 
  Raiders can be used as skirmishers or scouts, or they can 
  represent any sort of bandits or wild men from the hills who 
  strike the outlying bastions of civilization without warning.
  Raiders are often found alone but may travel with a 
  monster hunter (CR 7) or in pairs with a viking (CR 9). Six 
  raiders might form a raiding party with a chieftain, or 
  serve as a chieftain’s honor guard (CR 12).
  
  28
  PATHFINDER SOCIETY SCENARIO
  Revenant
  This shambling corpse is twisted and mutilated. Fingers of 
  sharpened bone reach out with malevolent intent. 
  REVENANT 
  CR 6
  XP 2,400
  LE Medium undead 
  Init +7; Senses darkvision 60 ft., sense murderer; Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 76 (9d8+36)
  Fort +7, Ref +6, Will +7
  DR 5/slashing; Immune cold, undead traits; SR 17
  Weaknesses self-loathing
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (1d8+7 plus grab)
  Special Attacks baleful shriek, constrict (1d6+7)
  STATISTICS
  Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19
  Base Atk +6; CMB +13 (+17 grapple); CMD 26
  Feats Cleave, Improved Initiative, Power Attack, Step Up, 
  Weapon Focus (claw)
  Skills Intimidate +16, Perception +13
  Languages Common
  SQ reason to hate
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Baleful Shriek (Su) Once every 1d4 rounds, a revenant can 
  shriek as a standard action. All creatures within a 60-foot 
  spread must make a DC 18 Will save or cower in fear for 
  1d4 rounds. This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Reason to Hate (Su) A revenant’s existence is fueled 
  by its hatred for its murderer. As long as the murderer 
  exists, the revenant exists. If the murderer dies, the 
  revenant is immediately slain. A murderer who becomes 
  undead does not trigger a revenant’s destruction. When a 
  revenant encounters its murderer, it gains the benefits of 
  a haste spell (CL 20th) that lasts as long as its murderer 
  remains in sight. Against its murderer, the revenant also 
  gains a +4 profane bonus on attack rolls, weapon damage 
  rolls, grapple checks, and saving throws.
  Self-Loathing (Ex) When confronted with its reflection or any 
  object that was important to it in life, a revenant must make 
  a DC 20 Will save to avoid becoming overwhelmed with 
  self-pity. This condition renders the revenant helpless, 
  and lasts until the revenant is attacked or sees 
  its murderer. If a revenant resists becoming 
  overwhelmed, the revenant becomes obsessed with the 
  source that triggered the saving throw and does everything 
  it can to destroy it, reacting to the trigger as if the trigger 
  were its murderer and gaining bonuses from its reason to 
  hate ability.
  Sense Murderer (Su) A revenant knows the direction but not 
  the distance to its murderer—this sense can be blocked 
  by any effect that blocks scrying. Against its murderer, a 
  revenant has true seeing and discern lies in effect at all 
  times (CL 20th); these abilities cannot be dispelled.
  Fueled by hatred and a need for vengeance, a revenant rises 
  from the grave to hunt and kill its murderer. Devoid of 
  any compassion, emotion, or logic, a revenant has but one 
  purpose, and cannot rest until it has found vengeance.
  
  29
  FROM UNDER ICE
  Troll, Ice
  This large creature has light blue-green skin and cold, piercing eyes. 
  Dressed in rough furs, its tusked jaw juts forth in a long underbite.
  ICE TROLL 
  CR 4
  XP 1,200
  CE Large humanoid (cold, giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 45 (6d8+18); regeneration 5 (acid or fire)
  Fort +5, Ref +8, Will +2
  Immune cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 (1d4+2) or
  bite +7 (1d6+4), 2 claws +7 (1d4+4) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
  STATISTICS
  Str 19, Dex 18, Con 16, Int 9, Wis 10, Cha 7
  Base Atk +4; CMB +9; CMD 23
  Feats Intimidating Prowess, Lightning Reflexes, Skill  
  Focus (Perception)
  Skills Intimidate +7, Perception +9, Survival +4
  Languages Giant
  ECOLOGY
  Environment cold mountains or underground
  Organization solitary or band (3–6)
  Treasure standard
  Ice trolls are somewhat smaller than normal 
  trolls, but they possess greater intelligence and 
  cunning and are just as voraciously hungry. 
  They display the typical hunched posture 
  of trolls, combined with long arms tipped 
  with sharp claws and the distinctive  
  troll underbite. Like normal trolls, ice 
  trolls possess amazing regenerative 
  powers that enable them to 
  recover from almost any 
  wound. Unlike most trolls, 
  ice trolls often use weapons 
  in battle, but in the heat 
  of combat, they often cast 
  aside weapons in favor 
  of their rending claws. 
  An ice troll stands about 10 
  feet tall and weighs up to 900 
  pounds.
  Because of their greater intellects, ice trolls sometimes 
  work as mercenaries, and often serve as soldiers in 
  monstrous armies. They frequently ally with frost giants, 
  and may even be found among northern barbarian tribes, 
  as long as they are well fed and well paid.
  Ice trolls enjoy the taste of human flesh, and those not 
  working with humans frequently set traps near civilized 
  areas to catch their favorite prey. They will also raid 
  isolated settlements for food, often bringing captured 
  humans back to their icy lairs, where the unfortunate 
  victims are caged and fattened up before finally being 
  devoured by the voracious trolls.
  In combat, ice trolls are more cautious than normal 
  trolls. They do not normally rush headlong into battle, 
  instead focusing on weaker foes or those bearing fire. 
  They do not hesitate to attack opponents armed with fire, 
  but work together to defeat such enemies before they can 
  bring their dangerous weapons to bear.
  Ice troll society is more patriarchal than normal troll 
  society, and while males may form gangs to hunt or raid, 
  most ice trolls live in small family groups comprised of 
  a male, a female, and their offspring.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  —
  254
  943
  —
  —
  599
  508
  1,886
  —
  —
  1,197
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 18: 
   From Under Ice
  Icy Jewel Recovery (Scarab Sages): You have recovered an ice diamond, a gem that is highly receptive to 
  magical energy. Tahonikepsu infused the ice diamond with powerful magic. Even the leftover shards of the 
  diamond that she carved away carry a spark of power, which she is willing to share with those who helped 
  her acquire the diamond. You may either take an ice diamond shard for free, or a greater ice diamond shard 
  for the subsidized price of 300 gp. If you select an ice diamond shard, you can activate this boon to channel 
  harmful magic targeting you into the shard, granting a +2 bonus on a saving throw after you roll the saving 
  throw but before the GM reveals the result. Alternatively, you can activate this boon to use the ice diamond 
  shard as an additional material component for a spell or spell-like ability. If you do so, the caster level for 
  that spell or spell-like ability increases by 1. A greater ice diamond shard has the same properties as an ice 
  diamond shard, except that it either grants a +3 bonus on a saving throw or increases the caster level of a spell 
  or spell like ability by 2. When you use this boon, cross it off your Chronicle sheet.
  Tapestry Traveler (Grand Lodge): In recognition of your detailed reports about Naldak’s descendants, 
  the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin 
  tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the 
  rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same 
  name. A character with the favored terrain ability may instead chose to permanently change one of his 
  favored terrains to the Hao Jin tapestry. When you use this boon, cross it off your Chronicle sheet.
  Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be 
  a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all 
  Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, 
  allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of 
  Irrisen, cross it off of your Chronicle sheet.
  Wereguild Thrall: Your attack on the village of Whiterook was unsuccessful. The Ulfen allowed you 
  to leave, on the condition that you swear serious oaths to repay your debt in the future. You may spend 
  5 Prestige Points to cross off this negative boon. Until you remove this boon, you must send 50 gp per 
  character level to Whiterook at the end of each scenario (25 gp per character level if you are using the slow 
  track). Additionally, you must spend your time between missions laboring as an indentured servant, and 
  cannot roll Day Job checks.
  All Subtiers
  Subtier 4–5
  cleats (5 gp; Advanced Player’s Guide 182)
  furs (12 gp; Advanced Player’s Guide 182)
  hat of disguise (1,800 gp)
  potion of resist energy (cold) (300 gp)
  snowshoes (5 gp; Advanced Player’s Guide 182)
  wand of ill omen (25 charges; 375 gp, limit 1; 
  Advanced Player’s Guide 229)
  boots of the winterlands (2,500 gp)
  cloak of resistance +1 (1,000 gp)
  javelin of lightning (1,500 gp)
  potion of barkskin (300 gp)
  potion of cure moderate wounds (300 gp)
  signal horn (1 gp; Advanced Player’s Guide 182)
  wand of see invisibility (13 charges; 1,170 gp, limit 1)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-18 - From Under Ice.pdf