TEXT: A PAthfinder Society ScenArio for tier 1–5
  The FrosTFur 
  CapTives
  Pathfinder Society Scenario #3–01
  The FrosTFur 
  CapTives
  By Jim Groves
  
  The FrosTFur CapTives
  Pathfinder Society Scenario #3–01
  Author • Jim Groves
  Contributing Artists • Michelle Chang, Floria Stitz, and 
  Keiran Yanner
  Cartographer • Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Judy Bauer
  Editorial Assistance • Jason Bulmahn, Christopher Carey, 
  Rob McCreary, Stephen Radney-MacFarland,  
  Patrick Renie, Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant •Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Manager • Hyrum Savage
  Special Thanks • The Paizo Customer Service, Warehouse, and Website Teams
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, Pathfinder 
  Roleplaying Game Bestiary 2, and Pathfinder Roleplaying Game Advanced Player’s Guide. These rules can be found online as 
  part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderrPG/prd.
  Pathfinder Society Scenario #3–01: The Frostfur Captives 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 scenario is compliant with the Open Game License 
  (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 23 of this product.
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  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. 
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  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 
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  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
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  3
  Where on Golarion?
  The Frostfur Captives starts in the frigid northwestern 
  wilderness of Irrisen, near the Iceflow River in the far 
  upper reaches of Avistan. Irrisen is a country locked in a 
  never-ending state of winter, governed by one of Baba 
  Yaga’s daughters and her kin. Here monsters are treated 
  as citizens, and the likes of goblins, ice trolls, and winter 
  wolves have equal rights to human beings, if not more. 
  For more information on Irrisen and the Lands of the 
  Linnorm Kings, see the Pathfinder Campaign Setting 
  books The Inner Sea World Guide, Cities of Golarion, and 
  the forthcoming Lands of the Linnorm Kings, all available 
  in bookstores and hobby stores everywhere, and online at 
  paizo.com.
  IrrI
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  Trollheim •
  • harvesT’s end
  x CapTure siTe
  has agreed to take the Shadow Lodge’s concerns and 
  complaints seriously, not every member of the Shadow 
  Lodge is interested in reconciliation. A number of rogue 
  cells have refused to come in from the cold. Both the 
  Decemvirate and Grandmaster Torch have made rooting 
  out these renegades a priority.
  Irrisen is a difficult nation for the Pathfinder Society 
  to operate in, which is why the old Shadow Lodge had 
  decided to relocate there after the fiasco in Kaer Maga. 
  Nevertheless, the remaining renegades also have a 
  problem—the goblins they’ve used as mercenaries and 
  spies in the past. With their numbers depleted, the rebels 
  now lack the resources to properly supervise their goblin 
  I
  n recent months, the Decemvirate has spared no effort 
  in tracking down the remnants of the rebel Shadow 
  Lodge cells that declared open war on the Pathfinder 
  Society. An important figure in these efforts is Ragna 
  Lightstep. Hailing from the Lands of the Linnorm 
  Kings, Ragna and her team specialize in infiltrating 
  the Irrisen, a neighboring country to the east. Recently, 
  they were assigned to locate goblins from the Frostfur 
  tribe and determine the goblins’ relationship with the 
  Shadow Lodge cell that operated in Irrisen’s capital of 
  Whitethrone. Communicating through prearranged 
  sending spells, Ragna reported a solid lead connecting 
  the tribe and the fringe Shadow Lodge separatists. 
  In response, the Ten initiated a plan to capture those 
  goblins and bring them in for questioning, in the hope of 
  obtaining a wealth of information from them about the 
  Shadow Lodge rebels’ operations in Irrisen and perhaps 
  elsewhere as well.
  The Decemvirate instructed Lightstep and her team to 
  remain in Irrisen and capture the Frostfur mercenaries. 
  Meanwhile they made separate plans to bring the captives 
  secretly out of Irrisen and take them to a location where 
  they can safely be questioned at length. To this end, they 
  assembled two teams to handle moving the goblins: 
  a small team would escort the captives from Irrisen to 
  the Land of the Linnorm Kings, and a larger team would 
  transport the goblins to their final destination.
  In preparation for this operation, Pathfinder Society 
  agents knowledgeable about Irrisen charted a route 
  through for the smaller team to take to reduce the 
  chances of them running afoul of military forces near 
  the border of these two warring nations. Additionally, 
  the Society contacted the castellan of Trollheim, Freyr 
  Darkwine, to obtain consent for the Pathfinder Society 
  to transport captives through his lands. Fortunately, he 
  proved willing to grant his permission in thanks for the 
  Society’s assistance in quelling an assault on his armory 
  in Trollheim earlier in the year.
  The urgency of this mission stems from the state of 
  affairs following the integration of the Shadow Lodge 
  back into the Society’s good graces under the renewed 
  leadership of Grandmaster Torch. While the Decemvirate 
  The FrosTFur CapTives
  By  Jim GroveS
  
  Goblins be Monsters
  In this adventure, the PCs are tasked with escorting a 
  small band of goblins, which may be a difficult task for 
  characters of some classes, alignments, and backgrounds. 
  While goblins are often portrayed as comical miscreants, 
  those in this adventure are wholly evil and more insane 
  than simply funny. They have a mortal fear and hatred 
  of dogs and horses, and an uncontrollable urge to light 
  things on fire. They are sadistic and selfish and want only 
  to eat and destroy whatever they can get their hands on. 
  These character traits should cement them firmly in the 
  role of monsters, rather than friendly or cute NPCs. But 
  PCs must nevertheless keep them safe both from external 
  threats and from one another. For more information on 
  goblins, their traits, and their societies, see Pathfinder 
  Campaign Setting: Classic Monsters Revisited and Pathfinder 
  Player Companion: Goblins of Golarion, both available 
  wherever books or gaming materials are sold, or online 
  at paizo.com.
  Pathfinder Society Scenario
  4
  minions. Many of these goblins have valuable knowledge 
  of the secret plans and habits of their former masters, 
  knowledge the Decemvirate desperately wants to prevent 
  further open conflicts with the Shadow Lodge. It is thus 
  vitally important that the goblin prisoners be brought in 
  alive for questioning.
  Summary
  As the adventure begins, the PCs arrive at Ragna 
  Lightfoot’s camp in northwestern Irrisen. Lightfoot and 
  her group are skilled at moving discreetly across Irrisen, 
  and have been ordered to stay in the field. The PCs are 
  given custody of the goblins, along with a general route to 
  take on their journey that is intended to avoid requiring 
  them to go deeper into Irrisen, or to cross more than one 
  major river.
  The first complication the PCs face is crossing the 
  territory of the Icetooth goblin tribe. These goblins have 
  taken up residency in two long-abandoned watchtowers 
  in an alpine meadow. The Icetooth goblins won’t let 
  the PCs or the goblins of the rival Frostfur tribe pass 
  uncontested. If the PCs don’t dispatch the Icetooth 
  goblins efficiently, the goblins light a signal fire visible 
  for miles, complicating a future encounter. 
  During the PCs’ continuing journey south, a brutal 
  winter storm, typical of Irrisen’s supernatural weather, 
  assails them, putting their survival skills to the test as 
  they struggle to get through the night. The next morning 
  starving wolves greet them, hoping that the storm has 
  left them an easy meal. In both cases, the PCs must not 
  only deal with the problem at hand, but also be mindful 
  of their captives.
  Eventually the PCs come to the mighty Rimeflow River, 
  where Ragna has reckoned the PCs will have the easiest 
  time crossing the river without attracting too much 
  attention. There is a ferry at the small hamlet called 
  Harvest’s End, operated by a ruthless ice troll named 
  Rimetusk. Rimetusk can be circumvented through 
  subtlety and careful diplomacy, or through brute force.
  Once across the Rimeflow, the PCs continue south 
  for a short time and then due west across the border, 
  unfortunately coming within range of a final Irrisen 
  sentinel. Peppered along the border are little houses on 
  stilts, fashioned to look like chicken legs. Within each is 
  a sinister little doll crafted to look like Baba Yaga herself, 
  set to watch traffic along the border. It is not enough for 
  the PCs to elude this watcher; they must act quickly to 
  prevent it from alerting the jadwiga Elvanna and bringing 
  about the PCs’ swift capture at the hands of the winter 
  witches, who let none escape their land unmolested.
  Finally free of Irrisen, the PCs need only hand over 
  the goblins to the team responsible for taking them 
  in for questioning—but a final betrayal threatens the 
  mission. While Trollheim’s castellan, Freyr Darkwine, 
  may have given his blessing for the Pathfinders to bring 
  goblin captives across the border, one of his local sub-
  commanders, a newly recruited Blackraven named Enrik 
  Ironjaw, has his own thoughts on the matter. Ironjaw 
  intends to lure the Pathfinders and their goblin captives 
  to his longhouse and slay all of the goblins in revenge for 
  his family’s death in a recent goblin raid carried out by a 
  different tribe. While his quarrel is not directly with the 
  Pathfinders, should they interfere, he and his men won’t 
  hesitate to the cut them down.
  GettinG Started
  Read the following to get the adventure underway:
  “Close the door,” Ambrus Valsin murmurs as the team gathers 
  in his office. “Let me start by saying, this mission is not for 
  dissemination among other members of the Society.” The 
  chamberlain of the Grand Lodge gives everyone a serious look 
  in turn before continuing. “This mission is not an investigation, 
  just a simple, straightforward assignment, but that makes it no 
  less important.”
  “I need you to book passage to the Lands of the Linnorm 
  Kings, and cross over into Irrisen. You’re to head north and 
  rendezvous with another team who have captured some—” 
  Valsin pauses for a heartbeat before continuing. “—persons 
  of interest. We have reason to believe that these individuals 
  have information on the Shadow Lodge cells that are refusing 
  to reconcile with the Society under Grandmaster Torch’s 
  
  The FrosTFur CapTives
  5
  how much time to do we have? “It’s a three and a half 
  day journey from your rendezvous point to the extraction 
  point outside Trollheim, but the extraction team will 
  remain in place for an additional day in case you’re 
  delayed. Just remember, don’t look for trouble.”
  Allow the PCs time to purchase anything they 
  may need in Absalom before setting out. Remind 
  them that the north is cold, so they will likely need 
  cold-weather gear if they do not already have it 
  or if they lack magical means of offsetting the 
  effects of the cold (such as endure elements). 
  The 
  average 
  daytime 
  temperature 
  in Irrisen during this adventure 
  is just above freezing, and the 
  average nighttime temperature 
  falls to around –5° Fahrenheit. 
  Most of the encounters in this 
  scenario take place outside, so the 
  PCs will need to be prepared to face 
  the elements. For more information on 
  cold weather and its effects, see page 437 of the Pathfinder 
  RPG Core Rulebook.
  Knowledge (local)
  Some PCs may have their own knowledge of goblins and 
  be able to provide information of what the party may 
  expect in their mission. The following DCs represent 
  known details of goblinkind.
  15+ Goblins are insane and sadistic. They have a strong 
  hatred of dogs and a fear of horses, both rivaled only by 
  their unnatural love of fire and destruction.
  20+ Making the journey in 3-1/2 days doesn’t allow 
  for much time for hunting, unless the party uses the 
  extra day allowed by the extraction team. Provisions for 
  the journey goblins will be provided, but they’ll need 
  supervision. Goblins have fast metabolisms and find 
  hunger painful. If they’re not watched, they’ll eat their 
  rations all at once.
  25+ Tying the goblins up and forcing them to march 
  will be problematic. They’ll continually complain, and 
  will stumble and fall on purpose, slowing the rate of travel.
  Knowledge (geography)
  Similarly, some PCs may have extensive knowledge 
  of Irrisen and the challenges the party may face while 
  journeying through the icy realm.
  15+ The party will be crossing a disputed border 
  between two warring countries—Irrisen and the Lands of 
  the Linnorm Kings. Getting too close to the actual border 
  before you’re ready to cross will invite trouble. There is 
  no easy way to cross the Iceflow River, which forms the 
  border between the nations north of the mighty Rimeflow 
  River, without attracting unwanted attention from Ulfen 
  leadership.” Valsin’s expression becomes particularly grim at 
  that point. “If these rogue cells are outright refusing amnesty, 
  then they represent a clear threat to all of us. I need you to 
  take charge of these captives and get them out of Irrisen 
  safely and quietly. Once you’re clear of Irrisen, a larger 
  extraction team will take custody of them and bring 
  them in for questioning. Of course, we will cover the 
  expense of your travel in full, and provide maps to 
  lead you to the meeting point in Irrisen. Because 
  of the nature of the mission and Irrisen itself, you’ll 
  be meeting the other team in the field, away from 
  what passes for civilization up there. The team 
  you’ll be getting the prisoners from will 
  show you the best route out of Irrisen, 
  and the castellan of Trollheim has 
  agreed to grant you passage through 
  his lands. You are responsible for 
  avoiding unexpected trouble between 
  the handoff and Trollheim.”
  Valsin gestures for the team to depart, but 
  pauses, staring at his fireplace for a moment before adding, 
  “Wait. You need to know this. Your prisoners will be goblins. 
  The Shadow Lodge separatists made extensive use of the 
  sadistic creatures as soldiers and servants, and as much as 
  you may want to throttle them, please remember that we need 
  them alive.” Then with a final nod for luck, the venture-captain 
  dismisses the group.
  Before the PCs leave Valsin’s chambers, they may have 
  questions for the venture-captain. Here are his answers 
  to some of the most likely questions the PCs may ask.
  Why doesn’t the team that captured the goblins bring 
  them in themselves? or why doesn’t the team bringing 
  them in pick them up from Sverrir? “The extraction team 
  is large and designed to keep the goblins from being 
  killed by vigilant town guards or angry commoners with 
  a grudge before they have a chance to talk, and a team 
  that size would draw too much attention in Irrisen. And 
  the team responsible for capturing the goblins is very 
  experienced in moving through Irrisen without being 
  noticed, so we need them to remain in the field.”
  do we have to travel on foot for this mission? “Yes. In 
  other circumstances you could use horses or dog sleds, 
  but you can’t when traveling with goblins, as they won’t 
  tolerate either beast to live. Also, the Iceflow River follows 
  the border, and you want to avoid disputed territory 
  until you’re ready to cross, as its western edge is strongly 
  guarded and we don’t have permission to move through 
  that territory uncontested as we do in the south, where 
  Freyr Darkwine’s Blackravens patrol.”
  how many goblins have to survive? “More than half of 
  the goblins must survive. We need to be able to compare 
  and contrast their stories.”
  Ambrus Valsin
  
  irrisen Glossary
  In the course of this adventure, the PCs or NPCs may 
  encounter or use some terms unique to Irrisen, especially 
  concerning its ruling class—the famed White Witches!
  Jadwiga: A descendent of a daughter of Baba Yaga, 
  nobility
  Jadwiga elvanna: A member of the current royal family, 
  a direct descendant of Queen Elvanna
  Stilyagi: A group of rebellious and non-conformist 
  jadwiga youth, who survive because of the station they 
  were born into, not their actions or adherence to tradition
  Pathfinder Society Scenario
  6
  defenders who may not look kindly on goblins passing 
  through their lands.
  20+ It is eternally winter in Irrisen, and a lot of food 
  is imported. There are no crops or easily obtained 
  foodstuffs except those gained through fishing and some 
  hunting of migratory animals. 
  25+ Snow goblins are citizens in Irrisen. This is 
  definitely true in Whitethrone, but one might expect 
  them to have some degree of social rank everywhere else.
  Sverrir’s camp
  The party’s journey from Absalom to northwest Irrisen 
  is long but mostly uneventful. The action of the scenario 
  begins as the PCs arrive at the rendezvous location 
  with the team sent to capture the goblins, led by Sverrir 
  Lightfoot (N female Ulfen ranger 7).
  Lightfoot’s camp stands approximately 53 miles north 
  of the Rimeflow River and 6 miles east of the Iceflow 
  River. Her team consists of six Ulfen rangers and druids, 
  including Ragna Lightfoot herself. When the PCs arrive, 
  Ragna’s team are already in the process of breaking down 
  their shelters in preparation to move. Lightfoot greets 
  the PCs, briefly introduces them to the goblins, and 
  provides a map for getting to the hamlet of Harvest’s 
  End, where she believes they’ll have the easiest time 
  crossing the Rimeflow River. She also provides 4 days’ 
  worth of rations for each member of the party as well 
  as for each goblin prisoner. Ragna is somewhat jealous 
  that the PCs will soon be back in civilization while she is 
  stuck in the comfortless backcountry of Irrisen, but her 
  jealousy is tempered by relief at finally being rid of her 
  goblin captives.
  Treat this encounter as part of the scenario setup, and 
  work to keep the interaction with Lightfoot and her team 
  short and to the point. The PCs simply need to collect 
  their prisoners, obtain directions to the rendezvous with 
  the extraction team, and get on their way.
  creatures: There are at minimum four Frostfur 
  captives, with one additional goblin for every member 
  of the party above four. The goblins’ starting attitude is 
  indifferent, as they do not quite differentiate between PC 
  Pathfinders and the Shadow Lodge agents they served 
  until very recently. They march where directed without 
  requiring a Diplomacy check, so long as they remain 
  at least indifferent. While they’re not the smartest of 
  creatures, the goblins know they’re caught in a power 
  struggle between “bosses,” and that no one has their best 
  interests at heart. Their attitude can be improved through 
  Diplomacy, but this improvement lasts only 1d4 hours 
  before another check must be made.
  The goblins are essentially defenseless, and have no 
  weapons or armor. If the PCs wish to arm or equip the 
  goblins, the PCs must provide the gear themselves and 
  should be willing to accept that the goblins likely won’t 
  return any of it later. When the goblins are unarmed, they 
  recognize that they’re relatively defenseless and don’t 
  openly challenge the PCs, but they are if treated like 
  warriors, they may get delusions of grandeur and attempt 
  to escape.
  Frostfur Prisoners (4) 
  Cr 1/3
  Goblin warrior 1 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +6; Senses darkvision 60 ft.; Perception –1
  deFenSe
  aC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 6 each (1d10+1)
  Fort +3, ref +2, Will –1
  OFFenSe
  Speed 30 ft.
  melee bite +2 (1d4), unarmed strike +2 (1d2)
  StatiStiCS
  Str 11, dex 15, Con 12, int 10, Wis 9, Cha 6
  Base atk +1; CmB +0; Cmd 12
  Feats Improved Initiative
  Skills Ride +10, Stealth +11, Survival +0
  Languages Common, Goblin
  Mission notes: Shadow Lodge faction PCs must 
  obtain Lightfoot’s orders from Society leadership. The 
  proud Ulfen keeps the mission orders, which suggest 
  the Decemvirate feel it would be a misuse of resources 
  to have her shepherding goblins, on her person. She 
  won’t share them under any circumstances, but a Sleight 
  of Hand check opposed by her Perception allows a PC 
  to lift them from her pack. In Subtier 1–2, Lightfoot 
  has a +6 Perception modifier; in Subtier 4–5, she has a 
  +9 Perception modifier. If she catches a PC doing this, 
  she only smiles and says, “Nice try.” GMs should remind 
  players that open conflict between Pathfinders is strictly 
  prohibited. Successfully obtaining Ragna’s orders earns 
  Shadow Lodge faction PCs 1 PP.
  
  Icetooth Towers
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Mountain Pass
  PCs Begin 
  Here
  The FrosTFur CapTives
  7
  Silver Crusade faction PCs will want to ask the goblins 
  about any connection between the stilyagi and the Shadow 
  Lodge. This faction mission can be accomplished any 
  time during the scenario, but cannot be accomplished 
  in the presence of another faction. If a goblin’s attitude 
  has been made friendly or higher, it willingly provides 
  useful information to the questioner; otherwise, a DC 20 
  Diplomacy check is required to get the goblins to divulge 
  any meaningful information. Getting the goblins to talk 
  without another faction overhearing earns Silver Crusade 
  faction PCs 1 PP.
  aCt 1: iCetOOth tOWerS 
  (Cr 2 Or Cr 5)
  The map that Ragna Lightfoot provides the PCs takes 
  them past two ancient stone watchtowers set in a low 
  mountain pass. Lightfoot’s map indicates they’ve been 
  deserted since the Winter War, but her information 
  isn’t completely accurate or up to date; members of 
  the Icetooth goblin tribe have recently moved into the 
  abandoned towers.
  A narrow southern pass winds its way through steep, icy hills, 
  the frigid wind periodically dusting all in its path with a layer 
  of snow. Two ancient stone watchtowers stand on either side 
  of the path between two nearly vertical bluffs rising thirty feet 
  to either side, just as Lightfoot’s map indicated they would. 
  The eighty-foot-wide path narrows to a mere twenty-five feet 
  in width between the two fifty-foot towers.
  At a casual glance, the watchtowers appear abandoned, 
  though PCs who succeed at a DC 12 Perception check 
  notice that snow has been knocked off the battlements, 
  
  Pathfinder Society Scenario
  8
  specifically on the sections facing the path—the towers 
  may not be as unoccupied as the party has been lead to 
  believe. The Icetooth goblins don’t maintain constant 
  vigilance over the lands surrounding their towers, but 
  unless the party makes opposed Stealth checks, 
  the goblins automatically spot them when the 
  PCs come within 55 feet of the towers, 
  prompting the goblins to attack 
  with their ranged weapons.
  The towers are 50 feet tall, with 
  doors on the south side. The doors 
  are not locked, but are barred from 
  within. The original doors rotted away 
  centuries ago, and the ones in place 
  now are of typical goblin craftsmanship 
  (hardness 3, hp 10, Break DC 12). 
  The towers are simple structures. Inside, the 
  ground floor of each tower is a 20-square-foot 
  circular room where the goblins are lairing. 
  The wooden stairway that once climbed the 
  interior wall of the tower rotted away long 
  ago, and now a single 50-foot ladder rises 
  from the ground of each tower to wooden 
  hatches leading to the roof. 
  On top of the east tower is a small metal pot filled with 
  a sooty, tarlike substance. Once the Icetooth goblins are 
  aware of the PCs, they toss a torch in it. When it burns, 
  this substance creates a plume of greasy black smoke that 
  can be seen for miles and signals that there’s trouble in 
  the area. The heavy wind above the bluff’s crest dissipates 
  much of the early smoke, but if the pot burns for 6 rounds, 
  the signal grows strong enough to be seen from the town 
  of Harvest’s End to the south. The signal pot can be 
  extinguished as a move action.
  creatures: A group of goblin warriors, led by a goblin 
  shaman, occupy these two towers. They attack as soon as 
  they see the party. Two goblin warriors guard the west 
  tower, while the shaman and any remaining warriors 
  occupy the top of the east tower.
  The Frostfur goblin prisoners want to join the PCs in 
  the fight, making themselves additional targets. With a 
  successful DC 13 Diplomacy check or DC 10 Intimidate 
  check, the PCs can order the goblins to hang back, but 
  only until the PCs appear to have control of the situation. 
  The Frostfur goblins have an ulterior motive here—
  they’d love to get their hands on some alchemist’s fire 
  if they can beat the PCs to it. They might pitch the vials 
  off the tower into a soft snowbank (to collect later) if the 
  PCs aren’t watching or even swallow a vial whole. The 
  goblins’ ultra-fast metabolisms allow the vials to pass 
  unbroken a few hours later, provided the ingesting 
  goblin takes no damage in the meanwhile (50% chance 
  that the alchemist’s fire ignites if it does).
  Subtier 1–2 (cr 2)
  icetooth Warriors (4) 
  Cr 1/3
  hp 6 each (Pathfinder RPG Bestiary 156)
  taCtiCS
  during Combat The warriors 
  use their short bows from 
  atop the tower until the 
  PCs are at the base. At 
  that point, they descend the 
  ladder to ready their attacks 
  pending the door being 
  broken down. If the warriors 
  occupy a tower that the PCs 
  are ignoring in favor of the other 
  tower, the goblins exit to attack the 
  party on the ground from behind.
  morale The Icetooth goblin warriors fight 
  to the death.
  icetooth Shaman 
  Cr 1/3
  Female goblin adept 1 (Pathfinder RPG 
  Bestiary 156)
  NE Small humanoid (goblinoid)
  init +3; Senses darkvision 60 ft.; Perception +1
  deFenSe
  aC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 7 (1d6+4)
  Fort +0, ref +3, Will +3
  OFFenSe
  Speed 30 ft.
  melee dagger –1 (1d3–2/19–20)
  ranged light crossbow +4 (1d6/19–20)
  adept Spells Prepared (CL 1st; concentration +2)
  1st—burning hands (DC 12), sleep (DC 12)
  0—create water, ghost sound, touch of fatigue (DC 11)
  taCtiCS
  during Combat As her first move action, the goblin shaman 
  lights the signal fire, and then fires her pre-loaded 
  crossbow at the party approaching the tower. When 
  the PCs get to the base of her tower, she lobs a vial of 
  alchemist fire down on them, before descending the 
  ladder to the tower’s ground floor. She readies to cast 
  burning hands on whoever batters down the door (she’s 
  unconcerned about hitting other goblins). She then tries 
  to bring down other foes with her sleep spell, followed by 
  touch of fatigue.
  morale The Icetooth goblin shaman fights to the death.
  StatiStiCS
  Str 6, dex 16, Con 11, int 10, Wis 13, Cha 7
  Base atk +0; CmB –3; Cmd 10
  Feats Toughness
  Skills Heal +5, Ride +7, Stealth +12
  Icetooth Shaman
  
  snoWblooMs
  A strange event occasionally occurs in the Irrisen 
  wilderness. A mysterious flower that resembles a pale 
  blue daffodil blooms in the snow and wilts as soon as the 
  snow stops falling. If plucked during the storm, the flower 
  instantly turns to delicate, non-magical crystal. Herbalists 
  speculate that the flowers are a sign of the land itself 
  resisting Baba Yaga’s magic. They are thus considered 
  sacred in the Lands of the Linnorm Kings, and are prized 
  by art collectors everywhere. The jadwiga, however, 
  consider the flowers detestable weeds to be destroyed on 
  sight, and trafficking in them is punishable by death. The 
  value of a bloom depends on its quality when plucked; 
  blooms are more plentiful at lower temperatures and their 
  quality is higher.
  The FrosTFur CapTives
  9
  taCtiCS
  during Combat As her first move action, the goblin shaman 
  lights the signal fire, and then fires her pre-loaded 
  crossbow at the party approaching the tower. When the PCs 
  get to the base of her tower, she lobs a vial of alchemist’s 
  fire down on them, and descends the ladder to the tower’s 
  ground floor. She readies to cast burning hands on whoever 
  batters down the door (she’s unconcerned about hitting 
  other goblins). She then tries to bring down other foes 
  with her sleep spell, scare them with cause fear, and finally 
  weaken them with touch of fatigue.
  morale The Icetooth goblin shaman fights to the death.
  StatiStiCS
  Str 6, dex 16, Con 11, int 10, Wis 13, Cha 7
  Base atk +1; CmB –2; Cmd 11
  Feats Spell Focus (evocation), Toughness
  Skills Appraise +3, Heal +7, Ride +7, Stealth +14
  Languages Goblin
  SQ summon familiar (raven)
  Combat Gear potion of cure light wounds, alchemist’s fire; 
  Other Gear dagger, masterwork light crossbow with 10 
  bolts, wooden holy symbol of Zarongel, 5 gp
  Bird (raven familiar) 
  Cr —
  hp 8 (Pathfinder RPG Bestiary 133)
  development: If the PCs fail to extinguish the 
  smoke signal by the end of the 6th rounds after it was 
  lit, remember to apply the warning penalty to Bluff, 
  Diplomacy, Intimidate, and Knowledge (local) DCs for 
  any social encounters in Harvest’s End (see page 12).
  treasure: The goblins have amassed a small cache of 
  spoils from recent ambushes of travelers along this path, 
  which they now heap in a pile on the ground floor of the 
  western tower. Among the worthless junk collected here 
  Languages Goblin
  Combat Gear potion of cure light wounds, alchemist’s fire (3); 
  Other Gear dagger, light crossbow with 10 bolts, wooden 
  holy symbol of Zarongel, 25 gp
  Subtier 4–5 (cr 5)
  icetooth Warriors (3) 
  Cr 1
  Goblin warrior 3 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +6; Senses darkvision 60 ft.; Perception –1
  deFenSe
  aC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 22 each (3d10+6)
  Fort +4, ref +3, Will +0
  OFFenSe
  Speed 30 ft.
  melee mwk short sword +7 (1d4/19–20)
  ranged shortbow +6 (1d4/×3)
  taCtiCS
  during Combat The warriors use their shortbows from atop 
  the tower until the PCs are at the base. At that point, they 
  descend the ladders to ready their attacks pending the door 
  being broken down. If the warriors occupy a tower that the 
  PCs are ignoring in favor of the other tower, the goblins exit 
  to attack the party on the ground from behind.
  morale The Icetooth goblin warriors fight to the death.
  StatiStiCS
  Str 11, dex 15, Con 12, int 10, Wis 9, Cha 6
  Base atk +3; CmB +2; Cmd 14
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +1, Ride +8, Stealth +9
  Languages Goblin
  Combat Gear potion of cure light wounds, alchemist’s fire; 
  Other Gear chain shirt, light wooden shield, masterwork 
  short sword, shortbow with 20 arrows, 5 gp
  icetooth Shaman 
  Cr 1
  Female goblin adept 3 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +3; Senses darkvision 60 ft.; Perception +1
  deFenSe
  aC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 16 (3d6+6)
  Fort +1, ref +4, Will +4
  OFFenSe
  Speed 30 ft.
  melee dagger +0 (1d3–2/19–20)
  ranged mwk light crossbow +6 (1d6/19–20)
  adept Spells Prepared (CL 1st; concentration +2)
  1st—burning hands (DC 13), cause fear (DC 12), sleep (DC 12)
  0—create water, ghost sound, touch of fatigue (DC 11)
  
  optional encounter
  The encounter in Act 3 is an optional encounter. If the 
  introduction ran long or the players have less than two and 
  a half hours in which to finish the scenario, feel free to skip 
  Act 3 and move straight into Act 4. There are no rewards or 
  faction missions associated with this encounter.
  Pathfinder Society Scenario
  10
  the PCs may find some items of value. In Subtier 1–2, the 
  PCs may locate a potion of bull’s strength and two tanglefoot 
  bags with a successful DC 15 Perception check; in Subtier 
  4–5, the pile of junk contains only trash.
  rewards: If the PCs defeat the Icetooth goblins, reward 
  each subtier thusly:
  Subtier 1–2:
  Give each PC 89 gp.
  Subtier 4–5:
  Give each PC 166 gp. 
  aCt 2: SnOWBLind 
  (Cr 1 Or Cr 4)
  Read the following text aloud to begin the next act.
  With the rough hills at now far to the north, the land opens 
  into a broad grassland where the snow is much sparser. The 
  sky is overcast and the temperature has risen, making the 
  march south somewhat easier. For as far as the eye can see, 
  there is nothing but open ground and great fir trees that dot 
  the landscape.
  Unfortunately, the sky is overcast and the temperature 
  is rising because there’s about to be a snowstorm. 
  hazard: If the PCs succeed at a DC 15 Survival check, 
  they recognize that a major snowstorm is coming, and 
  that they should start preparing a camp as soon as 
  possible. Regardless of whether the PCs know the storm 
  is coming or not, the change in the weather will become 
  obvious when heavy snowflakes start to come down, 
  reducing their visibility.
  In Subtier 1–2, setting up a camp to endure the storm 
  for the night is a simple matter of making a DC 15 
  Survival check. One PC should make the check, acting 
  as the leader of the camp set-up, but other PCs may assist 
  in the roll. Setting up camp takes an hour, and if the PCs 
  were aware that the storm was coming (described above), 
  allow them an extra chance to make camp if they fail the 
  first attempt before the storm sets in. They must make a 
  Fortitude save each hour they are exposed to the storm 
  without shelter (DC 15, +1 per previous check) or take 
  1d6 nonlethal damage for being unprotected in weather 
  below 40° F until they successfully make a camp. See 
  page 442 of the Core Rulebook for more details. PCs with 
  ranks in Survival may gain a bonus on this save and assist 
  others if their rolls are high enough.
  In Subtier 4–5, setting up camp is very similar to doing 
  so in Subtier 1–2—including the extra chance to set up 
  camp if the PCs know the storm is coming—but the 
  blizzard is much more severe and the consequences for 
  failure are much harsher. A PC must succeed at a DC 20 
  Survival check to make camp. The PCs must all make a 
  Fortitude save every 10 minutes they are exposed to the 
  storm without shelter (DC 15, +1 per previous check) or 
  take 1d6 nonlethal damage for being unprotected in 
  weather below 0° until they successfully make a camp. 
  See page 442 of the Core Rulebook for other circumstances 
  that affect this challenge. PCs with ranks in Survival may 
  gain a bonus on this save and assist others if their rolls 
  are high enough. Additionally, those PCs wearing cold 
  weather outfits need only make a save against the cold 
  once per hour.
  development: The goblin prisoners are unhelpful in 
  setting up camp. Instead they either argue with each 
  other or mock the PCs doing all the work. They receive 
  a +2 bonus on their Fortitude saves against the cold, 
  because of they are acclimated to Irrisen’s weather. If 
  left with no supervision, they start eating all of their 
  rations for the journey. If the goblins do eat all of their 
  rations, they become ravenous in the morning. Unless 
  the PCs have a magical way to feed them, they become 
  almost unbearable—complaining, dragging their feet 
  on the march, arguing with each other and the PCs, and 
  drawing attention to themselves once the PCs arrive in 
  Harvest’s End. Remind PCs who want to hunt that they’re 
  on a tight schedule and game is sparse (add +5 to Survival 
  DCs for hunting).
  If a PC makes a successful DC 13 Diplomacy check, she 
  convinces the goblins to stay out of trouble and out of the 
  next day’s rations, but can’t convince the goblins to help 
  to set up camp.
  treasure: If the PCs leave their shelter at any point 
  during the night and endure part of the storm (for 
  example, because they take a turn at watch), they find a 
  rare snowbloom flower growing near the campsite. In 
  Subtier 1–2, the picked flower is worth 170 gp; in Subtier 
  4–5, because the snowbloom formed in a major blizzard, 
  the flower is worth 750 gp.
  rewards: If the PCs retrieve the snowbloom flowers, 
  reward each subtier thusly:
  Subtier 1–2:
  Give each PC 28 gp.
  Subtier 4–5:
  Give each PC 125 gp.
  
  Last Night’s Campsite
  1 square = 5 feet
  N
  GameMastery Map Pack: Campsites
  The FrosTFur CapTives
  11
  in combat, an unrestrained goblin tries to jump on a 
  wolf’s back and escape by riding away. This can only be 
  accomplished with the Subtier 4–5 wolves (of Medium 
  size), but that won’t prevent the goblins in Subtier 1–2 
  from trying and failing miserably. A goblin need to 
  succeed at a DC 20 Ride check to stay on the unwilling 
  mount’s back and a DC 20 Handle Animal check to get 
  the wild beast to actually ride away with the creature on 
  its back. Any goblin who attempts to ride a wolf and fails 
  attracts the wolf’s attention, and it diverts its next attack 
  to that goblin.
  Subtier 1–2 (cr 2)
  adolescent Wolves (3) 
  Cr 1/2
  Young wolf (Pathfinder RPG Bestiary 278, 295)
  N Small animal 
  init +4; Senses low-light vision, scent; Perception +8
  aCt 3: LaSt niGht’S 
  CamPSite (Cr 2 Or Cr 5)
  The following morning, after the storm has subsided, 
  the PCs are in for a rude awakening (if bedding down 
  with goblins in their midst wasn’t bad enough). A pack 
  of wolves have found their campsite and are desperate 
  enough to attack the large group, even if the PCs have a 
  blazing fire to ward off predators.
  creatures: Three wolves cautiously investigate the 
  campsite. If they scent live (or recently living) bodies, 
  they don’t hesitate to attack, using pack tactics—flanking 
  and tripping, focusing on the perceived weakest target en 
  masse before moving on to the next weakest.
  The Frostfur goblin are unafraid of the wolves, as the 
  two races have an affinity for each other. The goblins wail 
  at the slaughter of the wolves (even if the wolves are trying 
  to slaughter them in return). If the PCs are distracted 
  
  Pathfinder Society Scenario
  12
  deFenSe
  aC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 9 each (2d8)
  Fort +3, ref +7, Will +1
  OFFenSe
  Speed 50 ft.
  melee bite +1 (1d4–1 plus trip)
  StatiStiCS
  Str 9, dex 19, Con 11, int 2, Wis 12, Cha 6
  Base atk +1; CmB –1; Cmd 13
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +12, Survival +1 (+5 scent tracking)
  Subtier 4–5 (cr 5)
  Wolves (2) 
  Cr 1
  hp 13 each (Pathfinder RPG Bestiary 278)
  dire Wolf 
  Cr 3
  hp 37 (Pathfinder RPG Bestiary 278)
  hazards: The deep snow around the campsite is 
  difficult terrain. This affects the wolves as well, though 
  they have a higher movement than most PCs.
  aCt 4. harveSt’S end 
  (Cr 2 Or Cr 5)
  The village of Harvest’s End is a quiet place. Traveling 
  merchants in colorful garb are easily distinguished from 
  the locals, who dress in woolen clothes of drab browns, 
  greens, and grays. There are no sounds of laughter or play 
  here. Fishermen put their catch out for display, while others 
  congregate in small groups and whispered conversations. 
  Smoke rises from the chimneys of uniform but well-
  constructed buildings, most of which are surrounded by 
  small white picket fences.
  Harvest’s End subsists on fishing and trade, but also 
  sports a ferry across the wide Rimeflow River that allows 
  merchants and lumberers to cross back and forth. The 
  ferry is operated by an ice troll named Rimetusk, who is 
  supposed to keep the peace and represent the will and 
  presence of the jadwiga Elvanna as well as serve as a 
  lookout for Ulfen raiders coming into Irrisen territory 
  to attack Algidheart or other major settlements along the 
  waterway. Harvest’s End’s isolation from Whitethrone 
  and the lack of any immediate contact with the jadwiga 
  to whom Rimetusk is supposed to report has fostered a 
  sense of self-interest and self-importance in the troll, 
  and he now runs the town as the de facto representative 
  of the government in Whitethrone.
  If the PCs failed to stop the goblins’ smoke signal in  
  Act 2, treat all Bluff, Diplomacy, Intimidate, and Knowledge 
  (local) DCs in this act as +2 higher than normal, as the 
  entire community (especially Rimetusk) is suspicious of 
  strangers coming from the north.
  Before the PCs cross the river (and inevitably deal with 
  Rimetusk, who oversees the only ferry), they have the 
  opportunity to visit local merchants and services. They 
  may also use their time in the village to gather some 
  information or tips on how to deal with the capricious 
  ice troll to better their chances of crossing the river with 
  their charges without trouble.
  Mission notes: Andoran faction PCs should be 
  interested in locating a covert member of the Heralds of 
  Summer’s Return while in the village, and they shouldn’t 
  have too much difficulty. ingrit henrigsdottir (NG 
  female Ulfen rogue 4) hides in plain sight, working as a 
  server at the village’s only inn. Contacting her without 
  blowing her cover, (especially since she’s responsible 
  for delivering Rimetusk’s lunch when he’s manning the 
  ferry) can be problematic. A DC 16 Sleight of Hand check 
  allows someone to discreetly hand her the note without 
  any of the villagers noticing; if other characters create a 
  distraction, the PC attempting this action receives a +2 
  bonus on his check. Alternatively, if the PCs want to leave 
  the note somewhere hidden for Ingrit to retrieve later, 
  a DC 20 Bluff (secret message) check tells her where to 
  find it. If the PCs fail to pass the note or message to her 
  discreetly, Ingrit plays dumb in order to protect her cover 
  and her life. Andoran faction PCs who successfully get 
  the note into Ingrit’s hands earn 1 PP.
  Qadira faction PCs may be interested in uncovering the 
  lucrative vices of the jadwiga Elvanna. PCs searching for 
  such information might find a friend in Chelish merchant 
  Gaius Larue (LE male Chelaxian expert 5), a frequent 
  visitor to Whitethrone, though the PCs must persuade 
  Larue to divulge this information, as he doesn’t want to 
  create potential competitors. A DC 16 Diplomacy check 
  gets him to reveal that female Vudrani slaves are currently 
  in fashion among the jadwiga, particularly slaves who can 
  dance and tell stories. Larue cryptically adds, with a wink, 
  that Vudran cooking spices are also in high demand. 
  Qadira faction PCs who convince Larue to disclose goods 
  in high demand among the jadwiga earn 1 PP.
  Osirion faction PCs are tasked with learning about 
  Irrisen’s mining industry. Few people in Harvest’s End 
  know much about the topic, as those sent to the mines 
  are rarely seen or heard from again. PCs who ask around 
  about it are directed to Jarrag coldhands (N male Ulfen 
  commoner 2), a local fisherman. Jarrag’s twin sons were 
  sent to the mines years ago, and he learned quite a bit 
  from trying to determine if they were still alive. Getting 
  him to tell what he’s learned about the mines requires 
  
  harvest’s end
  NE village
  Corruption +2; Crime –4; economy –1; Law +2; Lore +0; 
  Society –3
  Qualities insular
  danger +0
  demOGraPhiCS
  Government overlord
  Population 143 (140 humans, 2 halflings, 1 ice troll)
  notable nPCs
  apothecary Grelzenda (N female human witch 4)
  Fisher’s Guildmaster thorvic Seldri (LE male human 
  ranger 3)
  innkeeper Bernila harger (N female expert 4)
  rimetusk (CE male ice troll)
  marketPLaCe
  Base value 500 gp; Purchase Limit 2,500 gp;  
  Spellcasting 3rd
  minor items 2d4; medium items 1d4; major items —
  The FrosTFur CapTives
  13
  Frostfur goblins can also influence this check by as much 
  as +5/–5 depending on whether they’re currently friendly 
  or unfriendly toward the PCs.
  duel: The PCs can attempt to convince Rimetusk to 
  duel one of them even after an attempt to Bluff or use 
  Diplomacy has failed. Rimetusk agrees to a wrestling 
  match with one PC (no weapons or natural weapons to be 
  used on either side). If a PC can pin him, Rimetusk lets 
  the party pass without further hindrance. The Frostfur 
  goblins cannot influence this contest, but depending 
  on their attitude toward the PCs, they may cheer for 
  either side. Failure to win has no negative consequences 
  other than the troll’s laughter and taunting boasts of his 
  prowess. If a PC interferes with the wrestling match or 
  uses weapons against the troll, Rimetusk immediately 
  attacks that PC.
  intimidate: This is the riskiest means to get past 
  the troll other than attacking him outright. If a PC 
  can intimidate Rimetusk, he lets them pass, so long as 
  he remains intimidated long enough for them to cross 
  to the other side of the river. Failure to intimidate the 
  ice troll imparts a –2 penalty on any untried attempt to 
  Bluff or use Diplomacy, and failure by 5 or more prompts 
  Rimetusk to immediately attack the PC who tried to 
  intimidate him.
  creature: Most of Harvest’s End’s residents give 
  Rimetusk a wide berth, having long ago learned their 
  lesson about being in the wrong place when he gets it in 
  his head that he has to show the town who’s boss. He walks 
  freely through the village, his glare inspiring fear in the 
  small community despite the residents being used to his 
  dredging up painful memories, but a DC 18 Diplomacy 
  check gets him to open up. Osirion faction PCs who get 
  Jarrag to talk earn 1 PP.
  diplomacy (gather information) or 
  Knowledge (local)
  PCs seeking to learn more about Rimetusk can discover 
  the following facts from the townsfolk in Harvest’s End.
  10+ If anything bad happens to Rimetusk, the entire 
  village will suffer reprisals from the jadwiga Elvanna 
  once the regional tax collector finds out.
  15+ Rimetusk is not supposed to impede legitimate 
  commerce, but he sometimes does to exert his authority.
  20+ The ice troll was corrupt before he had power but is 
  now unscrupulous in his crookedness. He’s been known 
  to skim off the top of what he turns over to tax collectors 
  dispatched by the jadwiga Elvanna. He’s also known to 
  take the occasional bribe.
  25+ Rimetusk can’t stand humans who don’t know their 
  place (which is beneath him, of course), but he sincerely 
  respects anyone who can best him in a feat of strength, 
  especially wrestling.
  crossing the rimeflow
  The greatest challenge in Harvest’s End is gaining access 
  to the ferry leading to the south side of the river. Like 
  everyone in power in Irrisen, the town’s would-be ruler—
  who is also the person in charge of the ferry—is moody 
  and capricious. Rimetusk is also curious about strangers 
  he’s never laid eyes on before, but too proud to ask many 
  questions. By refusing to let them use the ferry, he reckons 
  he’ll learn about them, and more importantly what he can 
  get out of them in the form of bribes and tribute.
  The PCs can get past Rimetusk without a fight in a 
  number of ways, several of which are listed below. Feel 
  free to reward players for creative solutions not mentioned 
  here, using the examples as a guide for determining DCs 
  and chances of success for unlisted solutions.
  Bluff: Posing as traveling merchants with opposed skill 
  check against Rimetusk’s untrained Sense Motive check 
  gets PCs past him without further trouble. Unless the PCs 
  can actually present themselves as merchants (such as with 
  the Disguise skill or illusion magic), consider this to be an 
  unlikely lie and apply the necessary modifiers to the PCs’ 
  Bluff checks. The Frostfur goblins can also influence this 
  check by as much as +5/–5 depending on whether they’re 
  currently friendly or unfriendly toward the PCs.
  diplomacy: Appealing to the fact that Rimetusk has no 
  good reason to hold up travelers might work, but consider 
  the ice troll to have an unfriendly starting attitude for 
  this purpose. Every 10 gold pieces the PCs offer in bribes 
  grant them a +1 bonus on such a Diplomacy check. The 
  
  Pathfinder Society Scenario
  14
  presence, but generally spends the day outside the village 
  between the town proper and the ferry docks.
  In Subtier 1–2, Rimetusk is something of a runt, a 
  weak specimen of his race. He doesn’t recognize his own 
  handicaps, however, and still thinks of himself as more 
  powerful than anyone in the village or passing through. 
  Much of why he was selected for such a menial position as 
  enforcing jadwiga rulership over such a small settlement 
  is because of his weakness, though he perceives it as a sign 
  of his prowess that he was given a whole town to lord over.
  The PCs’ goblin charges can play a significant role in 
  the interaction with Rimetusk. Irrisen law views them as 
  citizens with the same rights and privileges as humans. 
  Despite the letter of the law, however, belief in equality 
  among the nation’s monstrous races becomes more 
  abstract the farther one gets from Whitethrone, and 
  the Frostfur goblins are aware that citizenship does not 
  equate to physical might. Successful Diplomacy checks 
  or bribes of food and drink should keep the goblins 
  relatively quiet as the PCs deal with the ice troll, but if 
  the goblins have been mistreated (or if they feel they have 
  been), they don’t hesitate to protest to Rimetusk that 
  they’re being abducted. The ice troll tunes much of that 
  out as “goblin talk,” but it can put the PCs at significant 
  disadvantage, as noted above.
  Subtier 1–2 (cr 2)
  rimetusk 
  Cr 2
  Male weakened ice troll (Pathfinder RPG Bestiary 2 271)
  CE Large humanoid (cold, giant)
  init +4; Senses darkvision 60 ft., low-light vision; Perception +7
  deFenSe
  aC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
  hp 22 (3d8+9); regeneration 2 (acid or fire)
  Fort +4, ref +7, Will +1
  immune cold
  Weaknesses vulnerable to fire
  OFFenSe
  Speed 30 ft.
  melee battleaxe +4 (2d6+3/×3), bite –1 (1d8+1) or 
  bite +4 (1d8+3)
  Space 10 ft.; reach 10 ft.
  taCtiCS
  during Combat Rimetusk focuses his attacks on the PC 
  who most recently damaged him or challenged 
  his authority.
  morale Rimetusk has an inflated sense of his 
  own prowess and doesn’t recognize when 
  he’s beaten. He fights to the death.
  StatiStiCS
  Str 17, dex 18, Con 16, int 9, Wis 10, 
  Cha 7
  Base atk +2; CmB +6; Cmd 20
  Feats Intimidating Prowess, Skill Focus 
  (Perception)
  Skills Intimidate +5, Perception +7, Survival +4
  Languages Common, Giant
  Gear battleaxe, 33 pp, 2 gp
  Subtier 4–5 (cr 5)
  rimetusk 
  Cr 5
  Male ice troll warrior 1 (Pathfinder RPG Bestiary 2 271)
  CE Large humanoid (cold, giant)
  init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  deFenSe
  aC 18, touch 13, flat-footed 14 (+1 armor, +4 Dex, +4 natural, 
  –1 size)
  hp 54 (7 HD; 6d8+1d10+22); regeneration 5 (acid or fire)
  Fort +7, ref +10, Will +2
  immune cold
  Weaknesses vulnerable to fire
  
  The FrosTFur CapTives
  15
  OFFenSe
  Speed 30 ft.
  melee +1 battleaxe +10 (2d6+5/×3), bite +3 (1d8+2), claw +3 
  (1d6+2) or
  bite +8 (1d8+4), 2 claws +8 (1d6+4)
  Space 10 ft.; reach 10 ft.
  Special attacks rend (2 claws, 1d6+6)
  taCtiCS
  during Combat Rimetusk focuses his attacks on the PC 
  who most recently damaged him or openly challenged 
  his authority. If he finds he’s having an easy time hitting a 
  particular target, he power attacks to drop that opponent 
  sooner so he can move on to another target.
  morale Rimetusk is extremely confident of his combat 
  prowess and fights to the death.
  StatiStiCS
  Str 19, dex 18, Con 16, int 9, Wis 10, Cha 7
  Base atk +5; CmB +10; Cmd 24
  Feats Intimidating Prowess, Power Attack, Skill Focus 
  (Perception), Weapon Focus (battleaxe)
  Skills Intimidate +7, Perception +9, Survival +5
  Languages Common, Giant
  Other Gear +1 battleaxe, bracers of armor +1, 84 pp, 6 gp
  development: Rimetusk’s death—whether he started 
  the confrontation with the PCs or not—spells hardship 
  and ruin for the village after the PCs leave. The jadwiga 
  will replace the ice troll, and make an example of the 
  village about the price of rebellion. If the PCs kill the 
  troll, all the NPCs and local businesses—including 
  those required for faction missions—refuse to have 
  anything to do with them, terrified of being associated 
  with their actions.
  Mission notes: Sczarni faction PCs may try to 
  persuade Rimetusk to work with their organization. 
  That is not difficult in and of itself, but Rimetusk wants 
  some assurance that the Sczarni have the backbones to 
  withstand Irrisen’s harsh lawgivers and strange customs. 
  As a test, the troll attempts an Intimidate check against 
  the Sczarni PCs. If the troll fails to intimidate them, 
  he’s suitably impressed. If he succeeds, the PCs can 
  turn it around with a flat DC 20 Bluff check to convince 
  Rimetusk that they weren’t actually intimidated, but 
  rather were showing him the respect he’s due. If Rimetusk 
  is convinced the PCs can’t be intimidated, Sczarni faction 
  PCs earn 1 PP.
  rewards: If the PCs get past Rimetusk and cross the 
  Rimeflow River, reward each subtier thusly:
  Subtier 1–2:
  Give each PC 57 gp.
  Subtier 4–5:
  Give each PC 418 gp.
  aCt 5: dOLLhOuSe 
  (Cr 2 Or Cr 5)
  The PCs are almost free and clear of Irrisen. With the 
  Rimeflow miles behind them, they’re ready to turn west to 
  cross over into Hagreach, the easternmost portion of the 
  Lands of the Linnorm Kings, and their final destination 
  of Trollheim. The planned route through a stretch of 
  wooded land is intended to keep them out of sight from 
  the wandering patrols of either nation. Unfortunately, 
  the Witch Queen and her children guard the border well.
  Natural trails wind through these woods, allowing passage 
  through the thickets and shrubs. A sudden opening reveals a 
  little house, no larger than a small child’s tree fort, built atop 
  bundled tree branches lashed together like stilts or legs. The 
  woodwork on the exterior of the house is exquisite, almost 
  delicate in its craftsmanship. The only entrance to this small, 
  one room structure is an open doorway facing west. 
  This small house is the residence of one of the many 
  guardians of Irrisen’s border. A DC 15 Knowledge (local) 
  check allows a PC to recall legends telling of small, 
  chicken-legged houses inhabited by porcelain dolls, 
  created from the souls of stolen children and fashioned 
  in the likenesses of ugly, white-haired crones. These 
  dolls supposedly sit and watch Irrisen’s western border, 
  and many tales say they walk the land at night with 
  murderous intent. The miniature house is empty save for 
  a small wooden chair, sized to fit a porcelain doll. The 
  hut stands 10 feet off the ground.
  Even in the daytime, the forest canopy filters all but dim 
  light, and at night even the moonlight doesn’t penetrate 
  the foliage overhead. The dense trees themselves offer 
  cover; any square marked with trees should be considered 
  to have shrubs and thickets at its base.
  creatures: The porcelain doll that resides in this hut 
  may be in the hut or outside it, depending on the time of 
  day the PCs approach. During the day, it sits in the small 
  chair in the center of the hut. It sits perfectly still, creepily 
  watching the landscape through the hut’s door. If the PCs 
  enter the hut or attack it, it stands and fights. 
  If the PCs arrive at night, the doll is nearby, patrolling 
  the area, and is already aware of the PCs. Because of its 
  tiny size, it can move through the underbrush normally. 
  It attempts to gain surprise against the PCs as they 
  investigate its empty hut.
  The Frostfur goblins become terrified at the sight of 
  the porcelain doll. Cowering, they plead for the PCs to 
  protect them from the wrath of the Witch Queen, who 
  they believe (correctly) can see though the doll’s eyes. 
  They might get underfoot and in the way of the PCs, but 
  they take no part in the combat whatsoever.
  
  Pathfinder Society Scenario
  16
  Subtier 1–2 (cr 2)
  irrisen Guardian doll 
  Cr 2
  Soulbound doll (Pathfinder RPG Bestiary 2 255)
  NE Tiny construct
  init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +3
  deFenSe
  aC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, 
  +2 size)
  hp 19 (3d10+3)
  Fort +1, ref +3, Will +1
  dr 2/magic; immune construct traits
  Weaknesses susceptible to mind-affecting 
  effects
  OFFenSe
  Speed 20 ft.
  melee dagger +3 (1d2–2/19–20)
  Space 2-1/2 ft.; reach 0 ft.
  Spell-Like abilities (CL 3rd, 
  concentration +2)
  3/day—light, mage hand, open/close, 
  prestidigitation
  1/day—inflict serious wounds (DC 12), levitate
  taCtiCS
  during Combat The Irrisen Guardian Doll initiates combat by 
  casting inflict serious wounds on the PC it sees as the largest 
  threat, generally whichever PC attacks it or investigates it 
  first. It then uses its levitate spell-like ability to move out 
  of melee range, hoping its connection to the jadwiga will 
  bring reinforcements.
  morale The Irrisen Guardian Doll is tasked with a single 
  duty—to watch and protect the nation’s borders—and it 
  fights until destroyed to uphold that order.
  StatiStiCS
  Str 7, dex 14, Con —, int 11, Wis 10, Cha 9
  Base atk +3; CmB +3; Cmd 11
  Feats Improved Initiative, Toughness
  Skills Perception +3, Stealth +13
  Languages Common
  SQ alignment variation, soul focus
  SPeCiaL aBiLitieS
  alignment variation (ex) Soulbound dolls have an 
  alignment-dependent spell-like ability usable once per 
  day; those with a neutral evil alignment can cast inflict 
  serious wounds (DC 12).
  Susceptible to mind-affecting effects (ex) The weakened 
  conviction of a soulbound doll’s soul makes it susceptible 
  to mind-affecting effects, despite the fact that the doll is 
  a construct.
  Soul Focus (Su) The soul bound to the doll lives within a focus 
  integrated into the doll—in this case, a gem embedded 
  into its chest. As long as this soul focus remains intact, it 
  can be used to animate another doll, using the same cost as 
  creating a new construct. Once bound into the soul focus, 
  the soul continues to learn, and so if later it is put into a 
  new doll body, the soul retains its personality and 
  memories from its previous body or bodies. A soul 
  focus has hardness 8, 12 hit points, and a break 
  DC of 20.
  Subtier 4–5 (cr 5)
  irrisen Guardian doll 
  Cr 5
  Soulbound doll sorcerer 4 (Pathfinder RPG 
  Bestiary 2 255)
  NE Tiny construct
  init +7; Senses darkvision 60 ft., low-light 
  vision; Perception +7
  deFenSe
  aC 17, touch 16, flat-footed 13 (+3 Dex, 
  +1 dodge, +1 natural, +2 size)
  hp 41 (7 HD; 3d10+4d6+11)
  Fort +2, ref +5, Will +6
  dr 2/magic; immune construct traits; 
  resist cold 5
  Weaknesses susceptible to mind-affecting effects
  OFFenSe
  Speed 20 ft.
  melee dagger +5 (1d2–2/19–20)
  Space 2-1/2 ft.; reach 0 ft.
  Spell-Like abilities (CL 3rd; concentration +5)
  3/day—mage hand, message, open/close, prestidigitation
  1/day—inflict serious wounds (DC 15), levitate
  Bloodline Spell-Like abilities (CL 4th; concentration +6)
  5/day—cold steel (2 rounds)
  Sorcerer Spells known (CL 4th; concentration +6)
  2nd (4/day)—scorching ray
  1st (7/day)—cause fear (DC 13), charm person (DC 14), enlarge 
  person, shield
  0 (at will)—acid splash, bleed (DC 12), daze (DC 13), detect 
  magic, ray of frost, resistance
  Bloodline Boreal*
  taCtiCS
  Before Combat If the doll has time to prepare while the 
  PCs aren’t aware it’s alive, it casts shield. Then just before 
  combat, it uses its cold steel ability to grant its dagger the 
  frost special ability for 2 rounds.
  during Combat The Irrisen Guardian Doll initiates combat 
  by casting inflict serious wounds on whichever PC the 
  doll sees as the largest threat, which is generally the 
  PC who attacked it or investigated it first. The doll then 
  uses its levitate spell-like ability to move out of melee 
  range, hoping its connection to the jadwiga will bring 
  reinforcements while it uses ranged magical attacks to 
  bring down the PCs.
  Guardian Doll
  
  Border Crossing
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Forest
  PCs’
  Approach
  The FrosTFur CapTives
  17
  morale The Irrisen Guardian Doll is tasked with a single 
  duty—to watch and protect the nation’s borders—and it 
  fights until destroyed to uphold that order.
  StatiStiCS
  Str 7, dex 16, Con —, int 15, Wis 12, Cha 14
  Base atk +5; CmB +6; Cmd 15
  Feats Dodge, Eschew Materials, Improved Initiative, Spell 
  Focus (enchantment), Toughness
  Skills Fly +16, Knowledge (arcana) +11, Perception +7, 
  Spellcraft +9, Stealth +17
  Languages Common, Skald, Sylvan
  SQ alignment variation, bloodline arcana, icewalker, soul focus
  Gear dagger
  SPeCiaL aBiLitieS
  alignment variation (ex) Soulbound dolls have an alignment-
  dependent spell-like ability usable once per day; those of 
  neutral evil alignment can cast inflict serious wounds.
  Bloodline arcana (Su) When you cast a spell with the cold 
  descriptor, increase the spell’s save DC by 1.
  Cold Steel (Sp) You can touch a weapon or up to 50 pieces 
  of ammunition as a standard action, giving the weapon or 
  ammunition the frost special ability for a number of rounds 
  equal to 1/2 your sorcerer level (minimum 1).
  icewalker (ex) You gain cold resistance 5 and can move 
  across snow and icy surfaces without penalty and without 
  leaving tracks.
  Soul Focus (Su) The soul bound to the doll lives within a focus 
  integrated into the doll—in this case, a gem embedded 
  into its chest. As long as this soul focus remains intact, it 
  can be used to animate another doll, using the same cost 
  as creating a new construct. Once bound into the soul 
  focus, the soul continues to learn, and so if later it is put 
  into a new doll body, the soul retains its personality and 
  memories from its previous body or bodies. A soul focus 
  has hardness 8, 12 hit points, and a break DC of 20.
  Susceptible to mind-affecting effects (ex) The weakened 
  Hut
  
  Pathfinder Society Scenario
  18
  conviction of a soulbound doll’s soul makes it susceptible to 
  mind-affecting effects, despite the fact that it is a construct
  * See the Advanced Player’s Guide.
  development: PCs who investigate the hut and the doll 
  (after defeating it) may make a DC 18 Knowledge (arcana) 
  check to recognize the porcelain crone’s eyes are scrying 
  devices that allow the white witches of Irrisen to observe the 
  entire length of their border through the eerie sentinels’ 
  views. If anyone removes the dolls’ eyes, the goblins become 
  alarmed, telling other party members the eyes should be left 
  alone, or Baba Yaga will track them down and take revenge.
  treasure: Further examination of the defeated doll 
  uncovers a piece of pale blue quartz inside its chest, carved 
  into the shape of an intricate snowflake, which a PC can 
  locate with a successful DC 18 Perception check. Making 
  a successful DC 17 Knowledge (arcana) check enables a 
  PC to identify this object as the doll’s soul focus. Again, 
  the goblins warn of terrible repercussions if someone 
  takes it, pleading with the other PCs to intercede. This 
  exquisite piece of craftsmanship not only contains the 
  doll’s soul, but is worth 1,000 gp as an art object alone.
  Mission notes: Members of the Taldor faction who 
  realize that the doll’s eyes could be a means to remotely 
  communicating with the jadwiga should be interested in 
  removing them. Doing so earns each PC of the Taldor 
  faction 1 PP.
  Cheliax faction PCs will likely be interested in the 
  doll’s soul focus. Retrieving it for their faction nets each 
  Cheliax faction PC 1 PP.
  rewards: If the PCs retrieve the porcelain doll’s soul 
  focus reward each subtier thusly:
  All subtiers:
  Give each PC 167 gp.
  aCt 6: BLaCkraven BetrayaL 
  (Cr 3 Or Cr 6)
  The party has now left Irrisen behind and crossed into the 
  easternmost region of the Lands of the Linnorm Kings, 
  a barren and well defended land called Hagreach. They 
  should expect no more trouble as the castellan has given his 
  blessing for them to escort their captives to the extraction 
  team. The map indicates a Blackraven way station along 
  the trackless route to Trollheim where the PCs may rest 
  and recuperate before the last leg of their journey.
  The woods open to a clearing where a large, grass-covered 
  mound, like a small oblong hill, dominates the area. A stout 
  wooden door is set directly into the side of the mound, while a 
  thin trail of smoke rises from the very top. Immediately to the 
  south is a wooden horse stable, all of its doors closed.
  This longhouse and the adjoining buildings (see the map 
  on page 20) belong to the Blackravens, an elite Ulfen militia 
  that guards the border against ice trolls and other invaders. 
  The highest ranking soldier here is a young lieutenant 
  named Enrik Ironjaw who only recently joined the 
  Blackravens after his family was killed in a winter wolf raid. 
  Freyr Darkwine, who is both the Blackravens’ commander 
  and Trollheim’s castellan, passed word to Ironjaw to expect 
  the party to pass through the area with their captives and 
  to let them through with the goblins in tow. Unfortunately, 
  the castellan underestimated Enrik’s desire for revenge 
  against Irrisen and overestimated his willingness to follow 
  any order given. Enrik’s small detachment of Blackravens 
  are all relatively green and inexperienced and obey the 
  lieutenant’s orders, even those he makes himself, outside 
  the chain of command. Now the Blackravens, on Enrik’s 
  orders, plan to lure the goblins into a trap. They’re more 
  than willing to kill the PCs as well, if they interfere.
  creatures: Enrik Ironjaw, two Blackraven warriors, 
  and a cleric of Gorum are currently stationed at the 
  longhouse. All three low-ranking Blackravens are new 
  recruits and they follow Enrik’s orders strictly, even when 
  doing so makes them violate the will of Freyr Darkwine. 
  The chaplain, a tall blonde woman with a battle scar on 
  her cheek, sits on the steps to the roof hatch at 6f, while 
  the two Blackraven soldiers are hidden in the closed 
  stable with the team’s four mounts.
  When the PCs arrive, Enrik emerges from the 
  longhouse’s entrance and greets the Pathfinders warmly, 
  identifying himself and explaining that the castellan 
  advised him of their impending arrival and intent. He 
  offers them the hospitality of the longhouse (a hot meal 
  and good drink) before the final leg of their journey, 
  suggesting that the goblins be secured in the Blackravens’ 
  emptied storage room. PC who make a DC 20 Sense Motive 
  check realize that Ironjaw is only feigning friendliness 
  and that something is wrong.
  If the PCs accept Enrik’s offer, he shows them the 
  storeroom at 6g and helps them secure the goblins within 
  its strongly locked door. He then invites the PCs to the 
  Mess Hall in area 6d, where he and the chaplain serve 
  them a modest feast of roasted turkey, stewed potatoes, 
  and spiced wine. Meanwhile, the warriors move quietly 
  from the stable (area 6i), up the hill to where it meets the 
  longhouse’s sloping roof, and descend into the structure 
  through the hatch at 6f, with the intent of murdering 
  the goblins while the PCs are distracted. Allow the PCs 
  to make DC 15 Perception checks to hear the warriors 
  moving about on the roof and the sound of them attacking 
  the goblins should they get that far. Additionally, the PCs 
  can make DC 15 Sense Motive checks to notice that Enrik 
  and the chaplain keep giving each other significant looks 
  while entertaining the Pathfinders.
  
  blackraven lonGhouse rooMs
  Because the PCs are essentially free to roam about the 
  entire Blackraven complex, the locations within are 
  presented below. Depending on the PCs’ decisions, they 
  may or may not visit some of these rooms.
  6a. Pantry: Here the Blackravens keep stores for 
  extended stays in the lodge and provisions for patrols 
  stopping at the lodge to resupply.
  6b. kitchen: The Blackravens take turns preparing 
  meals here for the contingent of troops stationed at the 
  longhouse at any given time. The remnants of today’s meal 
  lie strewn about, as though someone shirked his duty to 
  clean up after cooking.
  6c. Barracks: Modest two-tiered bunks fill this room. A 
  secret door in the southeast corner leads to area 6e.
  6d. mess hall: A large oak table fills this hall, its surface 
  stained with years of spilled ale and wine. A chandelier of 
  giant boar tusks holding two dozen blazing candles lights 
  the chamber.
  6e. armory: The Blackravens store spare weapons, 
  shields, and armor here.
  6f. roof access: A set of stairs leads up to a trapdoor in 
  the ceiling, providing the Blackravens with access to the 
  roof to easily make repairs or defend the building from 
  higher ground.
  6g. Storage room: This room is normally used for 
  storing non-weapon, non-perishable items needed to 
  maintain the longhouse and support Blackraven activity in 
  the area. In anticipation of the PCs’ arrival, Enrik and his 
  men cleared the room, and it is now completely empty.
  6h. Long hall: The trophies of years of battle between 
  the Blackravens and the monstrous armies of Irrisen line 
  the walls of this long, wide hallway.
  6i. Stable: This heavy wooden stable currently houses 
  four horses. The doors have been secured to prevent them 
  from prematurely spooking the expected goblin prisoners.
  6j. Outhouse: This small outbuilding serves as the 
  longhouse’s outhouse.
  The FrosTFur CapTives
  19
  If the PCs decline Enrik’s offer of hospitality, the 
  Blackraven looks disappointed for a moment, then sets 
  his strong jaw and furrows his brow. “Freyr Darkwine is 
  no king,” he says. “It is not for him to erase a weregild of 
  a thousand years to convenience the Pathfinders. Kill us 
  all if you must, but you’ll not drag us before his justice. 
  Those goblins will die like the monsters they are!” His 
  warriors then burst from the stables, and the chaplain 
  exits the hatch in the longhouse’s roof to support them.
  In Subtier 1–2, Enrik Ironjaw has the same statistics as 
  the Blackraven warriors; in Subtier 4–5, he has a unique 
  stat block.
  Subtier 1–2 (cr 3)
  Blackraven Warriors (2) 
  Cr 1/2
  Human warrior 2
  CN Medium humanoid (human)
  init +1; Senses Perception –1
  deFenSe
  aC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
  hp 18 each (2d10+7)
  Fort +4, ref +1, Will –1
  OFFenSe
  Speed 30 ft.
  melee mwk battleaxe +5 (1d8+1/×3)
  ranged throwing axe +3 (1d6+1)
  taCtiCS
  during Combat The Blackraven warriors’ primarily target 
  the goblins, only attacking the PCs directly if they protect 
  their prisoners. The warriors reserve one throwing axe for 
  enemies at range, and the second for anyone attempting 
  to flee.
  morale Enrik Ironjaw fights to the death to avenge his family. 
  The warriors under his command surrender if reduced to 5 
  or fewer hit points.
  StatiStiCS
  Str 13, dex 13, Con 12, int 9, Wis 8, Cha 10
  Base atk +2; CmB +3; Cmd 14
  Feats Toughness, Weapon Focus (battleaxe)
  Skills Climb +1, Handle Animal +4, Ride +1, Survival +0
  Languages Common, Skald
  Combat Gear potion of cure light wounds, acid flask; Other 
  Gear chain shirt, heavy wooden shield, masterwork 
  battleaxe, throwing axes (2), 15 gp
  enrik ironjaw 
  Cr 1/2
  Use statistics for Blackraven Warriors.
  hp 18
  Blackraven Chaplain 
  Cr 1/2
  Female human cleric of Gorum 1
  CN Medium humanoid (human)
  init –1; Senses Perception +3
  deFenSe
  aC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 13 (1d8+5)
  Fort +3, ref –1, Will +5
  OFFenSe
  Speed 30 ft.
  melee greatsword +2 (2d6+3/19–20)
  ranged light crossbow –1 (1d8/19–20)
  Special attacks channel positive energy 4/day (DC 11, 1d6), 
  destructive smite (+1, 6/day)
  domain Spell-Like abilities (CL 1st; concentration +4)
  
  Blackraven Longhouse
  1 square = 5 feet
  N
  6a
  6b
  6c
  6h
  6d
  6e
  6i
  6j
  6g
  6f
  Pathfinder Society Scenario
  20
  
  The FrosTFur CapTives
  21
  6/day—battle rage (+1 damage)
  Cleric Spells Prepared (CL 1st; concentration +4)
  1st—doom (DC 14), shield of faith, true strikeD
  0 (at will)—guidance, resistance, stabilize
  d Domain spell; domains Destruction, War
  taCtiCS
  during Combat The chaplain first casts shield of faith, then 
  doom on the most martial-looking PC, finally wading into 
  combat thereafter. She employs her destructive smite 
  domain power every round until she has expended all uses.
  morale The chaplain fights to the death as long as her 
  superior, Enrik, still stands; otherwise, she surrenders to 
  her obvious betters if reduced below 5 hit points.
  StatiStiCS
  Str 14, dex 8, Con 13, int 10, Wis 17, Cha 12
  Base atk +0; CmB +2; Cmd 11
  Feats Combat Casting, Toughness
  Skills Heal +7, Knowledge (religion) +4, Spellcraft +4
  Languages Common, Skald
  SQ aura
  Combat Gear potions of cure light wounds (3), tanglefoot 
  bag; Other Gear chain shirt, light crossbow with 10 bolts, 
  greatsword, wooden holy symbol of Gorum, 5 gp
  Subtier 4–5 (cr 6)
  enrik ironjaw 
  Cr 4
  Male human fighter 5
  CN Medium humanoid (human)
  init +2; Senses Perception +1
  deFenSe
  aC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 47 (5d10+15)
  Fort +6, ref +3, Will +4; +1 vs. fear, 
  defensive abilities bravery +1
  OFFenSe
  Speed 30 ft.
  melee +1 greataxe +11 (1d12+6/×3)
  ranged throwing axe +8 (1d6+4)
  Special attacks weapon training (axes +1)
  taCtiCS
  during Combat Enrik is confident he can keep some of the 
  PCs busy while his men deal with the goblins, fighting 
  fearlessly against the most menacing-looking PC.
  morale Enrik fights to the death as long as any goblins still live. If 
  all the goblins are dead, he calls for an end of the fight, seeing 
  no reason humans should kill each other over monsters.
  StatiStiCS
  Str 17, dex 14, Con 14, int 8, Wis 12, Cha 10
  Base atk +5; CmB +8; Cmd 20
  Feats Cleave, Combat Reflexes, Great Cleave, Iron Will, Power 
  Attack, Step Up, Weapon Focus (greataxe)
  Skills Climb +6, Intimidate +7, Ride +5, Survival +6
  Languages Common, Skald
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork breastplate, +1 greataxe, throwing axes (2), 40 gp
  Blackraven Warriors (2) 
  Cr 1
  Male human warrior 3
  CN Medium humanoid (human)
  init +4; Senses Perception +0
  deFenSe
  aC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
  hp 22 each (3d10++6)
  Fort +4, ref +1, Will +1
  OFFenSe
  Speed 30 ft.
  melee mwk battleaxe +7 (1d8+2/×3)
  ranged throwing axe +3 (1d6+2)
  taCtiCS
  during Combat The Blackraven warriors first target the goblins, 
  only attacking the PCs directly if they protect their prisoners. 
  The warriors reserve one throwing axe for enemies at range, 
  and the second for those attempting to flee.
  morale The warriors under Enrik’s command fight vigilantly as 
  long as their superior is there to spur them on, but surrender if 
  reduced to 8 or fewer hit points if he is dead or unconscious.
  StatiStiCS
  Str 15, dex 11, Con 12, int 9, Wis 10, Cha 8
  Base atk +3; CmB +5; Cmd 15
  Feats Improved Initiative, Toughness, Weapon Focus (battleaxe)
  Skills Climb +4, Handle Animal +3, Ride +3, Survival +3
  Languages Common, Skald
  Combat Gear potion of cure light wounds, acid flask, alchemist’s 
  fire; Other Gear masterwork chain shirt, heavy wooden 
  shield, masterwork battleaxe, throwing axes (2), 25 gp
  Blackraven Chaplain 
  Cr 1
  Female human cleric of Gorum 2
  CN Medium humanoid (human)
  init –1; Senses Perception +3
  deFenSe
  aC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 19 (2d8+7)
  Fort +4, ref –1, Will +6
  OFFenSe
  Speed 30 ft.
  melee mwk greatsword +4 (2d6+3/19–20)
  ranged light crossbow +0 (1d8/19–20)
  Special attacks channel positive energy 4/day (DC 12, 1d6), 
  destructive smite (+1, 6/day)
  domain Spell-Like abilities (CL 2nd; concentration +5)
  6/day—battle rage (+1 damage)
  Cleric Spells Prepared (CL 2nd; concentration +5)
  1st—bless, doom (DC 14), shield of faith, true strikeD
  
  Pathfinder Society Scenario
  22
  0 (at will)—bleed (DC 13), guidance, resistance, stabilize
  d Domain spell; domains Destruction, War
  taCtiCS
  during Combat The chaplain first casts shield of faith, then 
  casts doom on the most martial-looking PC, finally wading 
  into combat thereafter. She employs her destructive smite 
  domain power every round until she has expended all uses.
  morale The chaplain fights to the death as long as her 
  superior, Enrik, still stands; otherwise, she surrenders to 
  her obvious betters if reduced below 8 hit points.
  StatiStiCS
  Str 14, dex 8, Con 12, int 10, Wis 17, Cha 13
  Base atk +1; CmB +3; Cmd 12
  Feats Combat Casting, Toughness
  Skills Heal +8, Knowledge (religion) +5, Spellcraft +5
  Languages Common, Skald
  SQ aura
  Combat Gear potion of cure light wounds; Other Gear chain 
  shirt, light crossbow with 10 bolts, masterwork greatsword, 
  wooden holy symbol of Gorum, 10 gp
  development: If the PCs take any of the Blackravens’ 
  captive, the chaplain and warriors admit to being new to 
  the organization and truthfully claim that they were just 
  following the orders of their commanding officer. Enrik, 
  for his part, spouts vigilante rhetoric about revenge 
  against the monsters of Irrisen and condemns the PCs 
  for protecting such foul beasts as their Frostfur captives. 
  He openly admits that he defied Freyr Darkwine’s orders 
  to give the PCs aid and ensure the goblin prisoners made 
  it to Trollheim safely, and spits at the suggestion that he 
  should have done otherwise, given the horrible fate his 
  family suffered at goblin hands.
  Mission notes: Members of the Lantern Lodge seeking 
  to meet with Freyr Darkwine will want to take one of 
  the renegade Blackravens prisoner, even if they must 
  persuade other factions to help. Taking a prisoner alive 
  earns each Lantern Lodge faction PC 1 PP.
  rewards: If the PCs defeat the Blackravens, reward 
  each subtier thusly:
  Subtier 1–2:
  Give each PC 161 gp.
  Subtier 4–5:
  Give each PC 424 gp. 
  COnCLuSiOn
  No other threats confront the PCs after Enrik’s betrayal, 
  and they are able to deliver their captives to the extraction 
  team just outside the heavily walled and densely populated 
  city of Trollheim. The goblins give a last worried look 
  over their shoulders before they’re hustled away.
  If the PCs report the actions of Enrik Ironjaw, senior 
  commanders of the Blackravens accept their account as likely 
  true, and not their fault. They’re unhappy nevertheless, 
  and unless the PCs have further business in Trollheim it 
  is suggested they be on their way. Some PCs may wish to 
  meet with Freyr Darkwine, but simply reporting a traitor 
  isn’t worthy of taking up the busy castellan’s time.
  If the party took at least one of the Blackravens prisoner, 
  they’re granted an audience with the organization’s head, 
  who just happens to be freyr darkwine (CG male Ulfen 
  ranger 13). Darkwine has no interest or reason to meet with 
  the Pathfinders otherwise, but if they are bringing traitors 
  before him, he listens to what the PCs have to say. He makes 
  no bones about how this favor to the Society is going to cost 
  him, as he clearly expected too much of his embattled people. 
  Nevertheless, he promises to see the prisoner (or prisoners) 
  brought to justice and duly punished, but wonders aloud 
  if the lives of “good” men were really worth goblin secrets. 
  He entertains any proposal from the Lantern Lodge as 
  a separate matter, and replies privately to that faction’s 
  leaders after a Lantern Lodge PC delivers her message.
  Success conditions
  If the PCs manage to deliver at least half of their goblins 
  alive to the extraction team (rounded up), each PC earns 
  1 PP.
  faction Missions
  Player characters of a given faction who complete the 
  listed mission earn 1 PP for their efforts.
  Andoran faction: Andoran faction PCs who deliver a 
  note to Ingrit Henrigsdottir in Act 4 earn 1 PP.
  cheliax faction: Cheliax faction PCs who salvage the 
  porcelain doll’s soul focus in Act 5 earn 1 PP.
  Grand Lodge faction: Grand Lodge faction PCs who 
  prevent any goblins and the porcelain doll from escaping, 
  and prevent the death of Rimetusk in Acts 3, 4, and 5 earn 
  1 PP.
  Lantern Lodge faction: Lantern Lodge faction PCs who 
  take a Blackraven prisoner in Act 6 earn 1 PP.
  osirion faction: Osirion faction PCs who learn about 
  Irrisen’s mining industry in Act 4 earn 1 PP.
  Qadira faction: Qadira faction PCs who discover the 
  lucrative vices of the jadwiga in Act 4 earn 1 PP.
  Sczarni faction: Sczarni faction PCs who persuade 
  Rimetusk to work with their faction in Act 4 earn 1 PP.
  Shadow Lodge faction: Shadow Lodge faction PCs who 
  obtain the capture team’s orders before Act 1 earn 1 PP.
  Silver crusade faction: Silver Crusade faction PCs who 
  interview the goblins about the stilyagi during any act 
  earn 1 PP.
  taldor faction: Taldor faction PCs who take the 
  porcelain doll’s eyes in Act 5 earn 1 PP.
  
  The FrosTFur CapTives
  23
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System reference document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Troll, Ice from the tome of horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Russell Cole. 
  Pathfinder Society Scenario #3–01: The Frostfur Captives © 2011, Paizo 
  Publishing, LLC; Author: Jim Groves.
  Pathfinder Society Scenario #3–01:  
  The Frostfur Captives
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  Pathfinder Society Scenario
  24
  Friend of Freedom,
  Irrisen has an underground resistance movement, known as the Heralds of Summer’s Return, that we want 
  to encourage. One of their agents is deep undercover in the small village you’ll be passing through in the 
  course of your mission. Locate her at the local tavern; she wears a pin of a white eye. Deliver this note 
  discreetly, and whatever you do, don’t expose her in front of anyone. The common folk in Irrisen are too 
  broken down to be trusted.
  I trust in your abilities,
  Major Colson Maldris
  My succulent minion,
  This mission to a frozen wilderness sounds so awful that it’s a wonder I didn’t think it up, except for the fact 
  it sounds so incredibly boring. Nevertheless, opportunity presents itself like a harlot. The Irrisen witches have 
  some bizarre magical means of watching their border. Since you’ll be traipsing across it, be a sweet pet and 
  fetch me an example of this magic. I believe it takes the shape of a snow-colored gem. I promise to parade 
  you before my coterie and swell with pride. Well—one of us will, anyway.
  Trust me, you want to succeed,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  The confidence of the Ten be upon you,
  I’m writing to you privately, aside from the mission briefing, because I require someone dependable on this 
  expedition. If the remnants of the original Shadow Lodge have retreated to Whitethrone, we’ll have difficulty 
  getting to them. I can only imagine the sorts of allies they’re making in that damned city. We need to learn 
  what these goblins know, but not at the risk of making the jadwiga Elvanna aware of our actions and interests. 
  To that end, make sure nothing goes wrong. Don’t allow a single goblin to escape alive, don’t let any border 
  guards live to see the group, and don’t allow an ‘incident’ to happen in Harvest’s End. This operation needs 
  to be smooth, quiet, and efficient.
  I’m counting on you,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Most Honored One,
  Long have I wondered why the rulers of the Lands of Linnorm Kings cannot conceive of another means to 
  combat their hated foes, the witches of Irrisen. It is a country of great wealth, but without means to feed itself, 
  no matter how many slaves it consumes. The dreadful winter wolves cannot subsist on stones, no? Yet Goka 
  does brisk trade with the witches because they pay handsomely. I would suggest to the Linnorm Kings that 
  if they engaged in fewer raids upon traders from Tian Xia, Tian Xia would have less need to subsidize those 
  losses by selling food to Whitethrone. An audience with Castellan Darkwine is beyond your station, but if an 
  opportunity presents itself, speak to him of these things on my behalf when you are in Trollheim.
  Many blessings upon you,
  Venture-Captain Amara Li
  
  The FrosTFur CapTives
  25
  Loyal Servant of the Ruby Prince,
  The pharaoh has few contacts in Irrisen, and the people are tight-lipped under the lash of the witches. It is 
  a land of great mineral wealth and heavy taxes, but all the wealth seems to disappear in Whitethrone. Your 
  mission has you passing through a small community. Find a local person willing to speak, and make some 
  discreet inquires about what exactly they’re mining and how much of it is going to the capital.
  There are strange rumors about the monuments being constructed in Whitethrone, and wealth that 
  would buy a small kingdom. We wonder whether Elvanna might be attempting to construct a contemporary 
  “artifact.” You see, our interest is the mining industry is anything but mundane.
  For those who precede us,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Unwavering Servant of the Satrap,
  As you are well aware, frozen Irrisen is one of the locales where we have the fewest trade agreements. Yet the 
  jadwiga are generous to those who meet their needs, and despite their frigid exterior, their needs are many. 
  You have never failed your people, and I trust you never will. There are those who do lucrative business in 
  that frozen land. Seek them out and speak with them. Find out the current appetites of the ruling class, no 
  matter how unsavory. If we can satisfy them, they will be one step closer to being ours.
  In trust,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  My upright friend,
  While others talk, we get things done, so I’ll dispense with clever banter. What passes for a good time 
  in Whitethrone is something about which I could care less. What I do care about is moving goods and 
  information. They have you going through a little town called Harvest’s End. There’s no money to be made 
  there, but it is a means to travel across the Rimeflow River without a headache. The place is run by an ice troll 
  named Rimetusk. No doubt you’ll have to deal with him in the course of your mission. I want you to pull him 
  aside and suggest that we could be good friends to him in return for very little effort on his part. As a word of 
  caution, ice trolls are all about the ego. If he flares his nostrils and scares you, whatever you do, don’t admit 
  it. Just tell him you’re giving him his due. Odds are he might just believe it.
  Till the Lady of Graves makes us honest,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Trusted Agent,
  I can’t believe what I’m reading. Thousands of miles to babysit goblins? Don’t mistake me, this is a vital 
  objective. I know, it was my idea, but definitely not my implementation of it. It’s a perfect example of the 
  issues that led to the rebellion in the first place—investigative agents being assigned grunt work that trusted 
  mercenaries could handle. Nevertheless, the Shadow Lodge routinely used goblins, and we need to know 
  what they know.
  That being said, I want to take this up with the Decemvirate. In order to make my point clear, I want a copy 
  of Ragna Lightfoot’s orders. She’ll have them on her when you meet. Get them for me, discreetly.
  Keep the silence,
  Grandmaster Torch
  
  Pathfinder Society Scenario
  26
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Champion of the Light,
  We were blessed when you joined our ranks, as we are always looking out for more defenders of good. To that 
  end, while there is precious little goodness to be found in Irrisen, we’ve learned of a group who are not only 
  curious, but have the social rank required not be immediately executed for it. The stilyagi are young men and 
  women of high birth, but who eschew conventional tradition. They’re non-conformist and open-minded, and 
  while that doesn’t necessarily make them good, it does suggest fertile ground in which ideas can be planted. 
  If the renegades haven’t gotten to them first, that is. Speak to the goblins in absolute private. You’re just 
  supposed to transport them, but see if they know about any ties between the stilyagi and the violent sects of 
  the Shadow Lodge.
  Blessings,
  Ollysta Zadrian
  Hero of Taldor,
  Unlike my predecessor, I have no illusions concerning the state of the Empire, but I do have ambitions for it. 
  I would like to establish diplomatic communications with the jadwiga in Irrisen. Yet if I send an envoy and 
  that envoy twitches his nose wrong, I find myself requiring another envoy. 
  It is said that the witches know everything that transpires in their kingdom, but the wise know how to put 
  out their prying eyes and stuff up their ears. If I had to guess, I’d say they have some sort of scrying network. 
  If I knew how it worked, I could open up a dialogue from thousands of miles away and close it when I chose 
  to. Investigate this for me, and if you come across something of interest, bring it back to me.
  Our glory shall once again match our pride,
  Lady Gloriana Morilla
  
     
  ®
  Average snowbloom (50 gp; When given as a gift to a native of the Lands of the Linnorm Kings 
  with a starting attitude of indifferent or better, this rare flower grants you a +2 circumstance 
  bonus on one Bluff or Diplomacy check against that person. Alternatively, when shown to 
  a native of Irrisen, the flower grants a +2 circumstance bonus on Intimidate checks made 
  against that target.)
  Potion of bull’s strength (300 gp)
  Exquisite snowbloom (150 gp; When given as a gift to a native of the Lands of the Linnorm 
  Kings with a starting attitude of indifferent or better, this rare flower grants you a +5 
  circumstance bonus on one Bluff or Diplomacy check against that person. Alternatively, when 
  shown to a native of Irrisen, the flower grants a +5 circumstance bonus on Intimidate checks 
  made against that target.)
  Bracers of armor +1 (1,000 gp)
  Potion of cure moderate wounds (300 gp)
  1–2
  4–5
  Pathfinder Society Scenario #3–01: 
  The Frostfur Captives
   
  Player name  
  a.k.a.
   
  Character name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  total
  GOLd
  items Bought
  items Sold
  Prestige Spent
  Final Fame
  initial Fame
  Current Prestige
  initial Prestige
  Final XP total
  Fame
  eXPerienCe
  GP Gained (Gm OnLy)
  day Job (Gm OnLy)
  Prestige Gained (Gm OnLy)
  XP Gained (Gm OnLy)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items Found during this Scenario
  For Gm Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  this Chronicle Certifies that
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  has Completed this Scenario.
  –
  SuBtier
  SuBtier
  items Sold / Conditions Gained
  items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SuBtier
  SuBtier
  1–2
  3–4
  502
  1,300
  251
  650
  normal
  Slow
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-01 The Frostfur Captives.pdf