TEXT: By Steven Hammond
  Tarnbreaker’s Trail
  Tarnbreaker’s Trail
  PATHFINDER SOCIETY SCENARIO #1–10 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides/.
  This scenario has the repeatable tag. 
  Repeatable
  Pathfinder Society Scenario #1–10: Tarnbreaker’s Trail is a Pathfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, 
  this adventure is designed to take about 4 hours to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Tarnbreaker’s Trail makes use of the Pathfinder Core Rulebook. This adventure assumes the 
  GM has access to these sourcebooks. All rules referenced in this adventure are available in 
  the free online Pathfinder Reference Document at paizo.com/prd, and the creature stat blocks 
  from the Bestiaries are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Tarnbreaker’s Trail.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Handouts  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  GM Reference and Reporting Sheet . . . . . . . . . . . . . . 32
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  AUTHOR
  Steven Hammond
  DEVELOPMENT LEAD
  Michael Sayre
  EDITING LEAD
  Leo Glass
  CONTRIBUTING ARTISTS
  Blake Davis, Dion Harris
  CARTOGRAPHERS
  Jason Engle, Sean Macdonald
  COVER ARTIST
  Blake Davis
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Kalsgard•
  Kalsgard•
  Icemark
  Icemark
  LAND OF THE LINNORM KINGS
  LAND OF THE LINNORM KINGS
  By Steven Hammond
  Tarnbreaker’s Trail takes place in the Lands of the 
  Linnorm Kings, and stretches from Kalsgard to central 
  Icemark. More information on the region can be found 
  in Pathfinder Campaign Setting: Lands of the Linnorm 
  Kings, available in hobby and game stores, and online 
  at paizo.com. 
  WHERE ON GOLARION?
  GM Synopsis
  This adventure includes numerous skill challenges as the 
  PCs participate in an overland racing competition with 
  various events. Combat is infrequent and many of the 
  encounters encourage frequent roleplay opportunities 
  with numerous NPCs.
  Adventure Background
  Long ago, the Ulfen known as Balgird Bluetongue set out 
  from Kalsgard, traveling deep into the forbidding tundra 
  and muskeg of the Lands of the Linnorm Kings in search 
  of fortune, honor, and the head of a linnorm. For two 
  months, Balgird braved the elements, crossing craggy 
  glaciers, defending himself against monstrous trolls, 
  fording frozen rivers, and foraging for the barest meals 
  until he found, tracked, and slew a mighty tarn linnorm 
  and returned with its twin heads in tow.
  Though Bluetongue himself was slain in Irrisen 
  protecting the Djurstor Confederacy against Baba Yaga 
  in 3313 AR, his body was not properly buried until it 
  was recovered by Ulfen raiders two centuries later. Laid 
  to rest in Kalsgard, the city held an overland race to 
  commemorate the deeds of their fallen hero; and so, the 
  Balgirdtrek was born. 
  The race has been held annually, drawing brave 
  teams from Ulfen communities across the Lands of the 
  Linnorm Kings. To win the Balgirdtrek is particularly 
  noteworthy, but simply completing the race is considered 
  a tremendous accomplishment. Traditionally, the race has 
  begun in Icemark at Frostgarten, the site where Balgird 
  allegedly spotted the tarn linnorm, heading west over the 
  rough terrain and ending in Kalsgard. The journey from 
  “untamed” lands back to civilization has left a sour taste 
  in the mouths of Varki people, who make their homes in 
  Icemark and feel that this race has fed into some Ulfen’s 
  dismissal of Varki as “less civilized.” 
  Times have begun to change however, especially in 
  light of the deeds of Nankou, a Varki ranger who slew his 
  own linnorm and claimed the title of Linnorm King. In 
  recognition of this act helping to slowly unite Varki and 
  Ulfen lands, the Balgirdtrek is being held in reverse this year, 
  beginning in Kalsgard and ending in Frostgarten. Nankou 
  has also hand-picked a team of Varki to compete in the race. 
  The opening of the event has excited members of the 
  Pathfinder Society as well. Venture-Captain Bjersig Torrsen 
  has secured the approval of the race’s organizers and called 
  for a hardy group of Pathfinders to compete as a team 
  in the event. The opportunity to improve the reputation 
  and boost awareness of the Pathfinder Society in the Saga 
  Lands is a rare one, as is the ability to document the race 
  from the perspective of an active participant. Concerned 
  that Society “outsiders” who do not understand the 
  solemnity and history behind the Balgirdtrek will tarnish 
  their timeless tradition, some of the Ulfen competitors 
  prefer the Pathfinders stay out of the running.
  Adventure Summary
  The PCs gather in the town of Iceferry at the behest 
  of Venture-Captain Bjersig Torrsen, who informs 
  them that they have been assembled to compete in an 
  historic overland race known as the Balgirdtrek. He 
  explains that the event, traditionally exclusive to Ulfen 
  participants, has recently been opened to a broader 
  array of competitors, providing the Pathfinder Society 
  a unique opportunity to learn more about the event as 
  well as gain more information about Ulfen and Varki 
  culture. Such knowledge has become both more available 
  and important as the two peoples draw closer toward 
  a new era of peace and cooperation between them. 
  Torrsen provides the PCs with background on the event, 
  its history, and their competitors, as well as securing 
  them transport by sleigh with the other teams, taking 
  them across the river to Kalsgard. He instructs them 
  to be courteous and honorable during the race, as the 
  reputation of the Pathfinder Society is carried with them.
  On the sleighs to the event, the PCs meet the other teams 
  including a group of Varki hand-picked by Nankou, the 
  
  4
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Bjersig Torrsen
  Varki Linnorm King, and a less-than-friendly group of Ulfen 
  who see the inclusion of the Pathfinder Society as a sign of 
  the decline of their proud tradition. While most of the racers 
  prod or make light jokes about the PCs’ inexperience, these 
  Ulfen bad actors see the PCs’ presence as a threat and aim 
  to act on it in a distinctly dangerous fashion.
  Once in Kalsgard, the PCs have time to gather supplies 
  and intelligence on their competition before the race 
  begins. During this time, the various vendors, officials, 
  and other competitors work to gather similar intel on the 
  PCs, gauging their knowledge of the Saga Lands, ability 
  to survive in frigid conditions, and their racing ability. 
  The PCs are also subjected to scrutiny and minor ridicule 
  from the bad actors of the competition before beginning 
  their long trek across the tundra.
  Over the course of the race the PCs encounter trials 
  at each of the checkpoints as they race to stay ahead 
  of the other teams. The four trials serve to test the PCs 
  with feats of strength, dexterity, and guile but provide 
  the PCs space to interact with the other competitors and 
  officials. At some of these checkpoints the PCs find their 
  tasks made more difficult due to sabotage on the part of 
  the bad actors. As they move ahead, the PCs attempt to 
  befriend or expose the troublemakers. 
  Along the way, the PCs also learn of a dangerous 
  beast stalking and attacking the race participants. The 
  creature attacks some of the teams, taking them out of 
  the race, and tends to strike quickly before disappearing 
  into the landscape. None of the racers are safe from the 
  beast and fear of it spreads quickly among the officials 
  and competitors.
  Nearing the end of the race, the PCs come into direct 
  conflict with the beast, and depending on their actions up 
  to this point, may also be forced to confront the bad actors 
  as they struggle to reach the finish line in Frostgarten.
  Running this Scenario
  This scenario is designed to allow replayability. 
  Variable elements include the weather during each of 
  the four days of the race, which trial appears at each 
  checkpoint, and the previous year’s winning team. 
  When preparing this scenario, you can choose each 
  of these elements or determine them randomly using 
  the tables in each section. Alternatively, you could 
  determine the elements of the scenario on the fly by 
  rolling for each during play.
  The scenario contains four natural stopping places 
  for possible NPC encounters and interactions and a fifth 
  combat encounter with the beast as well as overland 
  travel. If playing this in a four-hour slot, leave time for 
  introductions and the conclusion, aiming for 30 minutes 
  for each encounter.
  Getting Started
  The PCs arrive at the lodge in Iceferry where they are 
  met by Venture Captain Bjersig Torrsen, his friendly dog 
  Mahki, and the gnomish Pathfinder Lirall.
  Bjersig Torrsen greets the PCs, offering them a place by 
  the fire as he removes his thick gloves. Lirall sits beside 
  Bjersig as Mahki turns happily through the group before 
  
  5
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  settling in front of the hearth, ears still perked and tail 
  wagging across the rug. 
  Bjersig is a self-assured half-orc, dressed in a thick 
  wool tunic, hide pants and furred boots. He speaks 
  occasionally but primarily signs, punctuating some words 
  with particular expression in his face and emphasis with 
  his hands. Lirall, the gnome, steps in to interpret the signs 
  for the PCs. Bjersig has worked exhaustively to develop 
  a variant of Pathfinder sign language that communicates 
  more information than the basic commands of the 
  existing system and has incorporated a number of new 
  signs, as well as a distinct grammatical structure and 
  syntax borrowed from a lingua franca spoken between 
  some early Varki and Ulfen traders, creating a sort of 
  pidgin. Bjersig prefers this method of communication and 
  has helped some of his neighbors learn the particulars of 
  it, but Lirall remains on hand for those unfamiliar with it.
  As the PCs find their seats around the fire, read the 
  following aloud:
  Venture-Captain Bjersig Torrsen sits upright in his chair, 
  waiting until he is certain he has the attention of everyone 
  in attendance. “Thank you all for coming.” he signs, his words 
  interpreted as necessary through Lirall, the gnome sitting 
  beside him. “I expect your travel to Iceferry was safe, if a bit 
  cold. I am very excited to have you all here for the upcoming 
  event. I expect that you will find it an excellent test of your 
  capabilities, and not one many Pathfinders will be able to 
  boast of.”
  Bjersig draws a small bundle of scrolls and a journal from 
  his bag and lays them on the table, allowing the contents 
  to unfurl and spread across the tabletop. “This handful of 
  documents is all the information the Society has collected 
  on the Balgirdtrek up to this point. I doubt it’s something 
  you’ve heard of unless you’re from the area. It is an overland 
  race some 200 miles long, from Frostgarten in Icemark 
  to Kalsgard, just over the river. It is performed each year, 
  honoring the deeds of Balgird Bluetongue when he slew a 
  tarn linnorm centuries ago, but this year’s race promises to 
  be quite unique.”
  “As you may know, the Varki have been the source of quite 
  the commotion among the Ulfen lately, largely in positive 
  ways. Their ranger, Nankou, slew a linnorm some time ago 
  and has been officially recognized as a linnorm king. A new 
  linnorm king is always newsworthy, but a Varki linnorm king 
  is unprecedented. In recognition of Nankou and his diplomatic 
  efforts between the Ulfen and Varki peoples, the officials have 
  decided that the Balgirdtrek will be held in reverse this year. 
  The Varki have always bristled a bit at some of the ideas 
  inherent in the Balgirdtrek. Ulfen have often discussed it 
  as a race from the ‘savage wilderness’ back into the arms of 
  civilization, not something that has promoted constructive 
  relationships between the two. It’s good that the officials 
  seem to have broadened their horizons.” 
  “What’s more, there are two new teams joining the race 
  this year. First, Nankou has hand-picked a group of Varki to 
  compete. This is the first time Varki have competed in the race 
  and from what I’ve heard, the Ulfen participants are excited to 
  see what they bring to the competition. If you haven’t guessed 
  by now, you all are the second new team. I’ve managed to 
  secure your entry with the approval of the race officials. You 
  can thank me later.” Bjersig smiles broadly. 
  He stands and places a sealed envelope and a small purse 
  on the table. “There you’ll find your entry letter accompanied 
  by my letter of introduction for you. The purse contains a few 
  coins to help you purchase some gear. Once the race is over, 
  you’ll also be compensated by the Society for your efforts. 
  Expect a hefty bonus if you actually manage to win! There is 
  a sleigh carrying the other teams to the starting area. It will 
  stop here in Iceferry to pick you up in an hour, don’t be late. To 
  be allowed to compete is a great honor, so please remember 
  that you represent the best qualities of the Pathfinder Society 
  at all times. Take notes, learn whatever you can from the 
  other teams. The Balgirdtrek is supposed to be a friendly 
  competition after all. If you have any questions, make them 
  quick, otherwise good luck to you all. I don’t expect you to 
  win, but I hope you’ll at least make a good show of it.” 
  At this point, the PCs are welcome to ask any 
  questions they have for Bjersig, keeping in mind that 
  staying too long could mean they miss the sleighs 
  coming to transport them to the gathering area for 
  the race.
  If the PC’s have questions for Bjersig about the Balgirdtrek 
  and their role in the competition, he answers to the best 
  of his knowledge, trying to keep his answers brief and 
  reminding the PCs of their appointment across town. Below 
  are Bjersig’s answers to some of the more likely questions:
  Are the other teams hostile? “The Balgirdtrek is 
  competitive, but this is a race, not a blood sport. It isn’t 
  unusual for some of the teams to rib one another and 
  there is some history of minor brawls between rivals, but 
  that is not activity befitting the Society’s first team and 
  I expect you to remain above such behavior. Evidently 
  there are some that objected to our entrance into the race 
  this year, though I’m not sure if there is any reason for it 
  beyond misplaced pride.”
  What sort of trials are we likely to encounter? 
  “The trials vary from year to year, but there are some 
  favorites that return frequently. You’ll have to cross the 
  Whitegold River about halfway through the race. That 
  task in and of itself has long been used as one of the 
  trials. In general, the trials will test your strength, wits 
  or will in some way related to the journey of Balgird. 
  
  6
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  The only advice I can offer from what I know is that 
  the officials are open to creative solutions so long as 
  they do not put anyone in undue danger.”
  What dangers might we face on the trail? 
  “The weather will be the greatest foe you 
  should face along the way. In winter, 
  temperatures can change quickly, and 
  storms are not infrequent occurrences. 
  Aside from that, the trail should be 
  clear of any dangerous wildlife. Be 
  wary nonetheless. With the trail cut 
  to accommodate the new route, 
  there may be a few more animals 
  on the trek than usual.”
  Is there a prize for the winner? 
  “The winner gains the honor of 
  having competed and bested their 
  opponents, a place at the head of 
  the post-trek feast table, and a 
  token from the officials. The token 
  is particularly special. Most winners redeem their token 
  with their king in place of land taxes for the year, but 
  it entitles the winner to a number of things such as 
  preferential rooms at inns across the Saga Lands and 
  preferential treatment at Ulfen trading posts. It would be 
  a nice thing for a Pathfinder agent to have, but our real 
  goal here is to observe and document the Balgirdtrek.”
  What are the rules of the Balgirdtrek? “You must 
  complete the course within four days. If you’re any later 
  than that, the officials will send out parties to retrieve you 
  and you’ll be officially disqualified. Please do your best to 
  avoid getting lost out there. Don’t do anything to injure 
  your competitors, though this should of course go without 
  saying. Don’t try to bypass any of the checkpoints, they 
  are there not only for the trials, but to make sure that you 
  and your team are well enough to continue on. 
  You’re welcome to advance as far as you can in a day, 
  but the officials don’t want anyone traveling after dark. 
  If you find yourself at a checkpoint near sunset, they may 
  ask you to stay. I’d heed their advice. It’s easy enough for 
  some of the more dangerous things that stalk the tundra 
  to slip by the rangers patrolling the trails under the cover 
  of darkness.”
  Recall Knowledge (Society or Ulfen Lore)
  A PC who succeeds at a DC 18 Recall Knowledge Society 
  or Lore Ulfen check (DC 20 in Subtier 3–4) might know 
  more about the Balgirdtrek and its history. Checks such as 
  these should be made in secret.
  Critical Success: The PC recalls the name and deeds of 
  two of the previous year’s competing teams (see Table 
  1: Balgirdtrek Winners on page 7) as well as significant 
  details of the race’s history and its relation to its namesake, 
  Balgird Bluetongue, gaining a +2 circumstance 
  bonus while interacting with members of those 
  teams, which typically will come up when the 
  PCs take the checkpoint trials (page 11).
  Success: The PC recalls the name of one of 
  the returning teams from the previous 
  year’s 
  competition, 
  including 
  their 
  characteristics and racing style.
  Failure: The PC can recall nothing about 
  the race or its history.
  Critical Failure: The PC remembers the 
  name of one of the returning teams but 
  misremembers how they placed in the 
  previous year, taking a –2 circumstance 
  penalty 
  to 
  interactions 
  with 
  members 
  of 
  that 
  team.
  GM Instructions: Give the PCs 
  an opportunity to prepare for 
  the race however they see fit, slot 
  their boons for the adventure if they have not already 
  done so, and remind them that they each have 1 Hero 
  Point available. If any of the PCs have the boon Legacy of 
  the Gorget from Pathfinder Society Quest #3: Grehunde’s 
  Gorget, they are encouraged to slot this boon, as it has a 
  special benefit in this adventure.
  Sleigh Ride
  Once the PCs have asked Bjersig any questions they have 
  they can head to the sleighs and meet up with the other 
  competitors. There are five other teams competing in the 
  Balgirdtrek. These teams are split between two sleighs 
  with room for the PCs to fit in the trailing sleigh.
  Most teams competing in the Balgirdtrek choose a 
  name for their team that bears some mention of either 
  Balgird or the Linnorm king they serve. Each team is 
  unique and competes in ways that make the most of their 
  talents. The competing teams are detailed below.
  Bluetongue’s Brawlers: This team is made up of four 
  burly Ulfen–Jori (NG female human warrior), Sigurd 
  (CG male human warrior), Sigrun (CG female human 
  warrior), and Baltus (LG male human warrior)–
  whose plan for the trials involves sheer brute force, 
  not because they lack any particular wit or cunning, 
  but simply to see if their physiques can handle the 
  punishment of the course. This members of this team 
  start out friendly toward the PCs.
  Fangs of the Remorhaz: The Varki team chosen by 
  Nankou to compete. The team consists of twin hunters 
  Marbin Slickhide (CG male human hunter) and Ylva 
  Tunnelwalker (NG female human hunter), Runa 
  Frostleaf (N agender human druid), and Olin Tuskbinder 
  Faergim Axebinder
  
  7
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  (LG male half-orc ranger). They are friendly toward the 
  PCs, well prepared, and excited to be a part of the race, 
  but apprehensive of the Ulfen teams.
  Two Houses: This team is made up of two Ulfen couples; 
  Steen (CN male human lockbreaker) and his wife Unn (CN 
  female human apothecary), and Leif (N male human tracker) 
  and his husband Oluf (NE male human bounty hunter). The 
  two couples undertake the Balgirdtrek each year as a joint 
  anniversary celebration. This is their fifth year competing, 
  and the team spends most of its time talking each other 
  up while reliving their triumphs on the course from years 
  previous. The two couples are indifferent to the PCs unless 
  one of the PCs has slotted the Legacy of the Gorget boon 
  from Pathfinder Society Quest #3: Grehunde’s Gorget. If 
  a PC has the boon, Leif reveals that he is a descendent of 
  Hlavard and is excited to see the PCs. The whole group is 
  instead friendly towards the party and willingly shares their 
  knowledge of the trials if they encounter the PCs at any of 
  the checkpoints.
  Without Trace or Fail: This group of three Ulfen 
  rangers and their cleric companion has joined the 
  competition in hopes to find themselves in the direct 
  service of a linnorm king. The rangers are Ostog 
  Oakfeller (N male human ranger), a powerfully built 
  man in his early fifties, his adult son Hjeldr (CN male 
  human ranger), and Ostog’s adopted daughter Signe (N 
  female human ranger), who all come from a long line of 
  Ulfen sharpshooters and are proud to list their family’s 
  various achievements. The cleric, Gruen Storval (CN 
  male human cleric), boasts that his family is known for 
  having a large number of its members “blessed” with 
  lycanthropy (specifically that a werebear exists in his 
  family tree), but states that he was not so fortunate. 
  The members of Without Trace or Fail have trained 
  relentlessly for the race ahead, adopting a strict diet of 
  mostly foraged hard grasses and berries, dried fish, and 
  a lightly fermented mead and are quick to talk about the 
  benefits of it for their stamina and mental fortitude. They 
  are unfriendly toward the PCs, fearing that the storied 
  tradition of the race is threatened by the presence of 
  outsiders. They see the PCs’ participation as a sign that the 
  noble days of the Balgirdtrek are gone and fear that it may 
  become nothing more than a curiosity to entice visitors. 
  Wyrding Wayfinders: The aging but well-known 
  champion, Faergim Axebinder (LN female human 
  champion of Cayden Cailean), has arrived at the 
  Balgirdtrek with her two squires. The squires, Thosse 
  (N female halfling scribe) and Rikkun (N male warrior), 
  are also accompanied by Sassa Ringbreaker (LN female 
  human bard), a famed skald currently writing an epic 
  about the life and deeds of Faergim. Faergim plans to 
  surmount most of the trials herself, relying on support 
  from her squires only in the most dire situations. This 
  team is indifferent to the PCs. They have no association 
  with the Pathfinder Society, despite what their team’s 
  name suggests. If asked about wayfinders, Faergim 
  responds confidently, “You think those little things are 
  the only way to find where you are going? Pah!”
  Reigning Champions
  One of these teams, with the exception of the PCs and the 
  Varki team, are the previous year’s winners. Select one of 
  the remaining teams or roll 1d4 on Table 1 to randomly 
  select the previous year’s winner. Included in the table is 
  a mention of a notable achievement that members of the 
  team are particularly proud of. 
  Table 1: Balgirdtrek Winners
  1d4
  Team
  Notable Achievement
  1
  Bluetongue’s 
  Brawlers
  The Brawlers competed the first 
  day of the race in the nude, and 
  afterward all members were 
  treated for frostbite.
  2
  Two Houses
  The two couples crossed the 
  finish line in the early hours of 
  the third day, slept at a local inn, 
  had breakfast later that morning, 
  and walked back to the finish line 
  before notifying officials that they 
  had crossed.
  3
  Without 
  Trace or Fail
  While lost in a storm, the team 
  rescued a race official who had 
  also been trapped in the storm 
  and managed to navigate to the 
  next checkpoint despite near 
  total whiteout conditions and 
  plummeting temperatures.
  4
  Wyrding 
  Wayfinders
  Faergim crossed the finish line 
  on skis carrying Thosse under 
  her arm and towing the skald and 
  Rikkun in a sled behind her.
  There is room for the PCs in the trailing cart, 
  occupied by the members of Without Trace or Fail and 
  the winners of the previous year. If Without Trace or 
  Fail are the previous year’s winners, then select or roll 
  on the table for one other team to occupy the sleigh. 
  
  8
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  The trip to the race area is fairly short, and the PCs 
  attendance in the sleigh is more for the sake of tradition 
  than convenience. Once the PCs make their way to the 
  sleighs, read or paraphrase the following:
  Two bright, open-topped sleighs wait along the side of the 
  street, adorned with ribbons and cedar boughs. The driver 
  of the second sleigh hops down, waving the group over. He 
  instructs the team to move to the rear of the cart and assists 
  with boarding. Inside, two groups sit, anxious for the sleighs 
  to get moving. At the far end of the cart, several Ulfen rangers 
  and a cleric glower, sighing before mumbling to one another.
  The glowering participants at the end of the cart are 
  members of Without Trace or Fail, the traditionalist team. 
  They do not wish to speak to the PCs at any length but 
  do answer questions tersely. They try to probe the PCs for 
  knowledge of the Balgirdtrek, Ulfen traditions in general, 
  or even the conditions of the terrain if the PCs boast at all 
  of their ability. They latch on to any perception of weakness 
  or ignorance from the PCs as evidence to support their 
  suspicions and fears. If the PCs attempt to reason with 
  or befriend any members of Without Trace or Fail at this 
  point in the scenario, they find the team unwilling to listen 
  or participate in reasonable discourse.
  Arriving for the Race
  The starting area cleared for the Balgirdtrek in Kalsgard 
  is bustling with activity. Merchants and traders hoping 
  to support the race have set up stalls and carts to sell 
  supplies and equipment to the teams. If the PCs arrived 
  via the sleighs, they and the other competitors are greeted 
  by cheers and applause as the sleighs pull up to the starting 
  area. As each team disembarks from the sleigh, they are 
  introduced to the crowd by the drivers of the sleighs. The 
  driver of the PCs’ sleigh asks them for the name of their 
  team. If indecisive, the driver chooses a name for them from 
  the following list: Pathfinder Pups, Freezing Fools, Second 
  to Last, Odds Meeting Ends, and Tooth-Chatter Society.
  If the PCs did not arrive with the sleighs, they must 
  present their documents to the officials at the gate and 
  find that one of the names from the list above has already 
  been chosen for them. In this case, the PCs have a –2 
  circumstance penalty to any skill or ability checks for the 
  purposes of negotiating prices for supplies and equipment. 
  Regardless of their method of arrival, the PCs receive a 
  race pack containing three minor healing potions, a single 
  climbing kit, vouchers for lodging in Frostgarten, flint and 
  steel, a signal whistle, and a list of supplies they should 
  procure before the race begins. Once the PCs receive their 
  pack, give them Handout 1: Recommended Supplies. 
  The supplies on the list are mostly optional, but the 
  officials stress to any PC asking about the importance of 
  these supplies they would be wise to have at least the first 
  three items before the race begins. 
  The PCs have three hours of downtime to gather 
  supplies, secure services, and interact with the other 
  teams before they must report to the starting line for 
  the beginning of the race. The merchants and traders are 
  considered to be friendly for the purposes of determining 
  prices and willingness to haggle with the PCs about prices 
  for gear but take any opportunity to rib the PCs about 
  their perceived chances of winning (or even finishing) 
  the race. This kind of deprecating humor is part of the 
  traditions of the Balgirdtrek, and should be presented as 
  an attempt on the part of the merchants and officials to 
  make the PCs feel included.
  During this time, a race official approaches the PCs to 
  confirm that they know the race’s rules. Unless the PCs 
  provide an accurate accounting of the rules, she briefs 
  them on the details. Use the information from Bjersig’s 
  briefing on page 6.
  Diplomacy (Gather Information) 
  A PC who spends 1 hour speaking to the merchants and 
  race officials about advice for the race ahead can attempt 
  a DC 15 Diplomacy check to Gather Information (DC 
  18 in Subtier 3–4), with the following results.
  Critical Success: The PC learns what the first trial is 
  as well as the significant terrain for the first leg of 
  the race, gaining a +1 circumstance bonus to checks 
  made for overland travel between Kalsgard and the 
  first Checkpoint and a +1 circumstance bonus on 
  checks made to complete the first trial.
  Success: The PC learns some of the notable features 
  and terrain of the first leg of the race, gaining a +1 
  circumstance bonus to checks made for overland travel 
  between Kalsgard and the first checkpoint.
  Failure: The PC learns an amusing but useless story 
  about a former team of lycanthropes that almost won 
  the Balgirdtrek many years ago, but miscalculated 
  the phases of the moon and had to be rescued after 
  stumbling through the forest in the middle of the 
  night without any torches.
  Critical Failure: The PC is advised that when camping 
  at night, it is best to store one’s food in a shallow hole 
  beneath their bedroll, as storing it anywhere else is 
  sure to attract animals that will steal it away. 
  Other Teams: The other teams are also gathering 
  supplies during this time and the PCs are encouraged to 
  interact with them. While preparing, a PC may have an 
  encounter with one of the other teams. Choose or roll 
  1d10 for one of the following encounters from Table 2: 
  Race Prep Encounters.
  
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  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Table 2: Race Prep Encounters
  1d10
  Team 
  Encountered
  Activity/Recommendation
  1
  Bluetongue’s 
  Brawlers
  Show the PCs a series of stretches 
  they should do in the morning to 
  loosen up after a night in the cold.
  2
  Bluetongue’s 
  Brawlers
  Joke with the PCs that they should 
  join both teams together and offer 
  to carry the PCs on their shoulders.
  3
  Fangs of the 
  Remorhaz
  Runa offers to trade some of their 
  rations in exchange for some of the 
  PCs’ other supplies, and wishes them 
  luck on the course ahead.
  4
  Fangs of the 
  Remorhaz
  Marbin and Ylva check the PCs over 
  to make sure their gear and clothes 
  are fastened properly.
  5
  Two Houses
  Steen and Unn are overheard 
  discussing the best places for them 
  to stay once they reach Frostgarten.
  6
  Two Houses
  Lief and Oluf exchange pleasantries 
  with the PCs and recommend they 
  take time to enjoy the scenery.
  7
  Without 
  Trace or Fail
  Signe helps the PCs choose the 
  gear they wish to purchase, always 
  recommending shoddy equipment.
  8
  Without 
  Trace or Fail
  Ostog gives the PCs a shovel as a gift, 
  saying they will likely need it.
  9
  Wyrding 
  Wayfinders
  Faergim offers to sign their logbooks 
  and suggests they wax their skis 
  regularly to improve their speed 
  along the course.
  10
  Wyrding 
  Wayfinders
  Sassa remarks that the PCs are 
  certainly very brave to undertake 
  the challenge of the race considering 
  what they have chosen to wear.
  Balgirdtrek Blues
  “The heads of the tarn linnorm are their own 
  creatures. If one is stubborn, the beast becomes 
  indecisive and will likely die. Those tarns that survive 
  are those that work together.” 
  —Balgird Bluetongue
  Race Mechanics
  The race is divided into sections of overland travel and 
  trials. Each day of the race begins with a determina-
  tion of the weather, followed by skill checks from the 
  PCs to determine their success on the trail ahead, end-
  ing with the arrival and attempt at defeating the next 
  trial. Each member of the team can attempt one over-
  land travel skill check per day. 
  If the PCs wish to push on toward another obstacle 
  after completing their current checkpoint trial, they 
  can, provided that they are not significantly exhausted 
  and the officials at the checkpoint clear the PCs after 
  examining them for injuries sustained while on the trail. 
  Race officials may also detain teams at checkpoints in 
  the event of particularly bad weather. The challenges 
  that the PCs face are organized by the day they are 
  expected to reach them. If the PCs are detained, they 
  may reach some challenges on a later day than listed in 
  the scenario. To give players the chance to experience 
  the entire scenario, be sure that the PCs face all of the 
  challenges by the end of Day 4.
  The team that finishes the race in the fastest time with 
  the fewest penalties is declared the winner. Determining 
  position throughout the race is done by accumulating 
  Progress Points, which can be secured through skillful 
  navigation of the trail, swiftly completing the trials and 
  navigating potential hazards and sabotage. The team with 
  the most Progress Points leads the race, the team with the 
  next most is in second, and so on through the remaining 
  teams. PCs can be penalized for actions in violations of the 
  race’s rules; these violations are noted by race officials and 
  once the PCs complete the race, they have an hour deducted 
  per violation, meaning that even a team who finishes later 
  than another might be declared the official winner.
  Weather
  At the outset of each day of the race, roll 1d4 on 
  Table 3: Weather to determine the weather for the 
  coming day. The weather applies a circumstance bonus 
  to the DC of checks made while traveling overland; 
  don’t worry about applying additional effects due to 
  weather when making overland travel skill checks as 
  those modifiers are abstracted into these adjustments. 
  The standard DC for skills used during overland travel 
  is 13 (15 for Subtier 3–4). 
  
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  Table 3: Weather
  1d4
  Weather
  Change to Skill 
  DC
  Temperature Outside of 
  Checkpoints
  1
  Snow
  +2
  Severe Cold
  2
  Fog
  +1
  Mild Cold
  3
  Clear
  +0
  Mild Cold
  4
  Storm
  +3
  Severe Cold
  Overland Travel
  While traveling between checkpoints, the PCs should 
  make use of their skills to aid them on their trek. 
  Use the information provided in Table 3: Weather to 
  determine how difficult overland travel is for the PCs 
  during that leg of the race. Each PC should choose a 
  skill appropriate to their method of travel for the day. 
  Relevant skills might be Athletics, Nature, and Survival, 
  but you should allow PCs using other methods of travel 
  to roll other types of skill checks as appropriate. As the 
  GM, use your judgement for cases when a PC may want 
  to use another skill to assist the progress of the group. 
  Each critical success counts as two successes toward the 
  PCs’ Progress Point total for that day of travel, while a 
  critical failure reduces their total number of successes 
  by 1. 
  To determine the number of Progress Points the 
  PCs accumulate from overland travel based on their 
  number of successes, see Table 4: Overland Travel 
  Progress Points, below. If the PCs usually gain enough 
  successes to earn 1 Progress Point, they keep pace 
  with the middle of the pack. If they usually earn 2 
  Progress Points, they are on pace for victory, and if 
  they usually earn 3 Progress Points, they can afford to 
  make significant missteps and still win the race.
  Table 4: Overland Travel Progress 
  Points
  Party 
  Size
  Successes 
  for 0 PP
  Successes 
  for 1 PP
  Successes 
  for 2 PP
  Successes 
  for 3 PP
  4
  0
  1
  2–3
  4+
  5
  0
  1–2
  3–4
  5+
  6+
  0–1
  1–2
  3–5
  6+
  Table 5: Race Progress at the End of Each Day indicates 
  the number of Progress Points that each team has at the 
  end of each of the four days of the race. Team B on this 
  table is always Without Trace or Fail; which team holds 
  which of the other places in the race is up to the GM. Use 
  GM Handout: GM Race Tracker to record each team’s 
  Progress Point total, including the PCs’.
  Table 5: Race Progress at the End of 
  Each Day
  Day 1
  Day 2
  Day 3
  Day 4
  Team A
  3
  5
  6
  7
  Team B
  2
  4
  5
  6
  Team C
  2
  3
  4
  5
  Team D
  1
  2
  4
  4
  Team E
  0
  1
  2
  3
  The Beast
  There is an animal along the course that begins to stalk 
  the teams sometime on the second day. This animal is a 
  giant short-faced bear, a massive, 15-foot-tall ursine with 
  unusually long legs, well equipped to move through deep 
  snow and over ice with surprising speed. The bear’s home 
  territory was disturbed by the new trail cut for this year’s 
  Balgirdtrek and it has been following some of the officials 
  of the race since, looking for whatever food it can find. The 
  bear grows more aggressive and emboldened as the race 
  wears on, stalking race officials on day two of the race and 
  eventually attacking one of the race teams between the last 
  checkpoint trial and the finish line in Frostgarten (page 22).
  Sabotage 
  The members of Without Trace or Fail want the PCs 
  to have the worst possible race and are willing to go 
  to great lengths to prevent their passage through the 
  Trials and course of the Balgirdtrek. In addition to 
  the sabotages available at each checkpoint, Without 
  Trace or Fail may also attempt to sabotage the PCs’ 
  overland travel on the first day. The types of sabotage 
  the PCs can encounter along the way are shown in 
  Table 6: Checkpoint Trials (page 11). The specific rules 
  As a general rule, mounts are not allowed to be ridden 
  as part of the Balgirdtrek, as the race is intended to 
  be completed on foot. If a PC has a mount that they 
  intend to bring with them along the course, it must be 
  used only to carry equipment. Race officials regularly 
  patrol the course and spot any PC who attempts to 
  bypass the “no mounts” rule. First-time violators are 
  given a gentle warning, though subsequent warnings 
  are accompanied by citations from the race officials 
  that require the PCs to undergo a review and potential 
  temporary detainment at the next checkpoint; each 
  warning after the first reduces the PCs current Progress 
  Point total by 1.
  A NOTE ON MOUNTS AND ANIMAL 
  COMPANIONS
  
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  Pathfinder Society Scenario
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  for the sabotages in the Overland Trial are detailed in 
  Overland Travel Sabotage (page 12), and the rules for 
  each other type of sabotage appear in the section for the 
  corresponding checkpoint.
  The Without Trace or Fail team is cautious about using 
  sabotage to slow the PCs, since being caught could lead 
  to their expulsion from the Balgirdtrek, or impose a stiff 
  enough penalty to guarantee they lose any opportunity 
  to claim first place. As such, they are careful not to act 
  too openly or aggressively. No more than one sabotage 
  is performed per day of the race, and no more than three 
  sabotages are performed during the entirety of the race.
  It is possible that the PCs can spot a sabotage before 
  they encounter it. A PC who wants to check for signs of 
  sabotage can attempt a DC 15 Perception check (DC 18 
  for Subtier 3–4). It should be noted that to expose Without 
  Trace or Fail, the PCs must secure evidence of their 
  misdeeds. The officials might show concern for the PCs, 
  but don’t report on word alone. After spotting sabotage, a 
  PC can Investigate the area for evidence of who could have 
  done it. A PC who succeeds at a DC 15 (18 for Subtier 
  3–4) Recall Knowledge check discovers something linking 
  a member of Without Trace or Fail to the sabotage, such 
  as flecks of food particular to their strict diet or a scrap of 
  fabric from their gear. To expose Without Trace or Fail, 
  the PCs must acquire evidence of at least two sabotages.
  Checkpoints
  Arriving at Checkpoints: As the PCs arrive at each 
  checkpoint trial, check how many Progress Points the other 
  teams have to identify their position. Each checkpoint 
  provides the PCs an opportunity to interact with the other 
  teams, improve the attitude of the other teams, and learn 
  more about the Balgirdtrek and the trail ahead of them, 
  While at a checkpoint with the other teams, the PCs may 
  observe one of the other teams or their members attempt a 
  trial or speak with a team that has just attempted the trial.
  To determine which teams the PCs meet at each 
  checkpoint, compare the team’s listed Progress Points at the 
  end of the day from Table 5 to the PCs’ progress points 
  when they arrive at the checkpoint. If their total is within 
  1 of the PCs’ total, the PCs meet with the other team; 
  otherwise, the other team is too far ahead or too far behind 
  to interact with. If Without Trace or Fail is too far behind 
  the PCs, they cannot set up sabotage at that checkpoint.
  Each checkpoint provides the PCs an opportunity to 
  interact with the other teams, improve the attitude of the 
  other teams, and learn more about the Balgirdtrek and the 
  trail ahead of them. Keep track of which teams arrived 
  ahead of the PCs, as those teams might have moved on 
  past the checkpoint by the time the PCs arrive. While at 
  a checkpoint with the other teams, the PCs can observe 
  one of the other teams or their members attempt a trial or 
  speak with a team that has just attempted the trial. Once 
  the PCs have successfully completed the checkpoint trial, 
  they are examined by the race official for serious injuries. If 
  any of the PCs are below half of their maximum Hit Points, 
  the official holds the team back, forcing them to rest and 
  reducing their Progress Points by 1. 
  PCs wishing to move past a checkpoint and rest along 
  the course should be aware of the dangers of staying out 
  in the elements. As indicated on Table 3: Weather, the 
  temperature outside of the checkpoints can be dangerous 
  to any person or creature caught outside unprepared.
  Table 6: Checkpoint Trials
  Checkpoint 
  Trial
  Trial Description
  Sabotage
  Overland 
  trial
  Moving along the course 
  between checkpoints.
  Bribed official, 
  disassembled 
  equipment
  Caribou 
  field
  A herd of Caribou stand 
  in a frozen field. Some of 
  the caribou have had bells 
  fastened to their antlers, one 
  of which must be retrieved 
  without causing a stampede.
  Fox on the 
  field, silenced 
  bells
  Ice walk
  Within a frozen clearing, 
  teams must navigate across a 
  treacherous ice floe without 
  falling through thin and 
  unstable portions and recover 
  a ribbon frozen in the ice.
  Deceptive 
  drifts, 
  polished 
  surface
  Tree climb
  A small, egg-shaped trinket 
  rests atop a slender pole and 
  must be retrieved without 
  breaking either the trinket or 
  the pole.
  Stuck egg, 
  weakened 
  wood
  Whitegold 
  River
  The Whitegold River is 
  still flowing, despite the 
  closing cold of winter. The 
  river must be crossed.
  Loosened 
  plates, 
  treacherous 
  ice
  
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  Pathfinder Society Scenario
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  Determining Order of Checkpoints: The Checkpoints 
  are presented in this scenario in the suggested order to 
  provide increasing challenge to the PCs. However, the 
  GM can place the checkpoints in almost any order, with 
  the exception of the Whitegold River, which is always the 
  third checkpoint as it marks the halfway point in the race. 
  Table 6: Checkpoint Trials lists the checkpoints along 
  with the trials associated with them and the potential 
  sabotages the PCs may encounter at each one.
  Diplomacy (Gather Information) 
  While at any checkpoint, the PCs are encouraged 
  to interact with any NPCs they find there. A PC who 
  spends 1 hour speaking to race officials at the current 
  checkpoint about the next leg of the race can attempt a 
  DC 15 Diplomacy check to Gather Information (DC 18 
  in Subtier 3–4), with the following results.
  Critical Success: The official is more than happy to 
  share details about the trail ahead and the upcoming trial 
  with the PC, who gains a +1 circumstance bonus on checks 
  made for overland travel between the current checkpoint 
  and next checkpoint and a +1 circumstance bonus on 
  checks made to complete the next checkpoint trial.
  Success: The official shares some details of the terrain 
  with the PCs, pointing out a useful shortcut. The party 
  gains a +1 circumstance bonus to checks made for 
  overland travel between the first and second checkpoint.
  Failure: The official doesn’t feel it would be right to tell 
  the PCs anything, claiming that it goes against the spirit of 
  facing the unknown that the Balgirdtrek is so known for.
  Critical Failure: The official gives the PCs intentionally 
  vague instructions that can be easily misinterpreted by 
  the PC, who takes a –1 circumstance penalty to checks 
  made for overland travel between the current checkpoint 
  and next checkpoint and a –1 circumstance penalty to 
  checks made to complete the next checkpoint trial.
  Diplomacy (Make an Impression) 
  A PC who spends 1 hour speaking to a nearby team 
  about advice for the race ahead can attempt a DC 15 
  Diplomacy check to Make an Impression (DC 18 in 
  Subtier 3–4), with the following results. Diplomacy checks 
  to Make an Impression with members of Without Trace 
  or Fail take a –2 circumstance penalty due to the team’s 
  prejudices against the PCs and the Pathfinder Society. 
  Critical Success: The PC makes an excellent impression 
  on the other team. That team’s attitude toward the PCs 
  goes up by one step. 
  Success: The PC is able to slightly influence the other 
  team’s attitude. For every 2 successful Diplomacy checks 
  to Make an Impression, improve the team’s attitude by 
  one step. 
  Failure: The PC fails to influence the other team’s 
  attitude toward them.
  Critical Failure: The PC says or does something that 
  upsets the other team. That team’s attitude toward the 
  PCs decreases by one step (such as friendly to indifferent, 
  or indifferent to unfriendly, for example.)
  Awarding Progress Points for Trials: The Progress 
  Points awarded to teams that successfully complete each 
  Trial are detailed in the section for each checkpoint.
  Day 1
  Once the PCs have purchased gear and conversed with 
  the other teams, you may begin the race itself. The teams 
  are asked to gather at the starting line, a thick-braided 
  rope with wooden handholds at either end carved in 
  the shape of a linnorm head. The officials wait until the 
  previous year’s winner signals that all teams are ready 
  before dropping the rope. 
  Overland Travel Sabotage
  On the first day, the members of Without Trace or Fail use 
  one of the following tactics to attempt to sabotage the PCs.
  Bribed Official: If this sabotage is active, the PCs find 
  the official at their current checkpoint to be particularly 
  concerned about the health and well-being of the team. 
  After completing the checkpoint trial, the official forces 
  the PCs to rest if any member of the party has lost even 
  a single Hit Point, reducing their Progress Point total by 
  1 unless one of the PCs succeeds at a DC 16 (DC 18 in 
  Subtier 3–4) Legal Lore or Medicine check to convince 
  the other officials to overturn the ruling. 
  Disassembled Equipment: If this sabotage is active, 
  the PCs find that some part of their equipment has 
  been disabled or disassembled, requiring them to spend 
  extra time and effort to reassemble and pack the gear 
  before moving on, reducing their Progress Point total 
  by 1 unless one of the PCs succeeds at a DC 16 (DC 18 
  in Subtier 3–4) Engineering Lore or Thievery check to 
  reassemble the equipment more quickly.
  A. Tree Climb
  As the PCs arrive at the tree climb checkpoint, read or 
  paraphrase the following:
  The tall pines ahead are heavy with snow, and the forest 
  is quiet. Ahead, officials for the Balgirdtrek stand around a 
  roaring fire. Several campsites have been cleared nearby as 
  clerics stand ready to examine and treat any injured racers. 
  Beyond the fire and campsites, in a small, raised clearing, 
  is a tall, thin pole carved with the intertwining necks of a 
  Tarn Linnorm. Atop the pole rests is a small platform, an 
  oval shape resting within it.
  
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  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  The pole is in fact a small tree, and though the tree 
  itself is dead, it is still flexible and strongly rooted 
  in the ground. The object at the top of the pole is an 
  egg which each team must retrieve without breaking. 
  The officials at the trial explain to each team that this 
  trial hearkens back to Balgird’s time in the wilderness. 
  While searching for a Linnorm in the frozen reaches of 
  the Saga Lands, Balgird Bluetongue survived by living 
  off the land itself. In particular, Balgird was known 
  to have scaled a great tree and retrieved the egg of a 
  massive bird. He did this so swiftly and carefully that 
  the tree did not bend, and the bird did not notice its 
  egg go missing. 
  A1. Campsite
  This area has been cleared for use by any teams wishing 
  to rest for the evening. The ground has been cleared of 
  brush, excess snow has been removed and a large fire 
  burns toward the back of the campsite.
  A2. Tree Climb Trial
  The tree stands 20 feet tall. The base of the tree is 
  8 inches in diameter, tapering down to 3 inches in 
  diameter at the top. The small platform holding 
  the egg has a short lip along the edge to prevent 
  the egg from being blown out of the tree by 
  the wind or nudged out by an errant creature. 
  Any PC attempting to climb the tree finds that it 
  is very flexible and bends as they shift their weight 
  and climb higher. Climbing to the top of the tree 
  without knocking down the egg from the top requires 
  a successful DC 15 Athletics check (DC 18 in Subtier 
  3–4 where the cold weather has also made the branches 
  dangerously brittle) to Climb or a DC 15 (DC 18 in 
  Subtier 3–4) Acrobatics Check to Balance with the 
  following results.
  Success: The egg is retrieved from the top of the tree, 
  and the team is awarded 1 Progress Point.
  Failure: The tree bends too much, and the PC loses 
  grip, or the egg is out of reach. Another PC may make 
  an attempt.
  Critical Failure: The egg falls from the platform and 
  breaks on the ground. The team is awarded 0 Progress 
  Points and must move on.
  While only one PC is required to attempt the Trial, 
  other PCs may attempt to help retrieve the egg by using 
  the Aid reaction. Also note that while climbing the tree 
  is the most obvious course of action, the PCs should 
  be allowed to approach the trial in less conventional 
  ways so long as they maintain the rules of the trial by 
  not damaging or destroying either the egg or the tree 
  in which it rests. 
  Tree Climb Sabotage
  There are two tactics the members of Without Trace or 
  Fail can use to sabotage the tree climb trial.
  Stuck Egg: If this sabotage is active, the egg has been 
  adhered to the platform using a sticky tree sap. Any 
  PC attempting to retrieve the egg using non-magical 
  means takes a –2 circumstance penalty to their check.
  Weakened Wood: If this sabotage is active, the wood 
  of the tree has been compromised, making it more prone 
  to bending while weight is on it. Any PC attempting to 
  climb the tree must succeed at a DC 12 (14 for Subtier 
  3–4) Reflex save or fall 10 feet. 
  Completing the Trial: Once the PCs have completed the 
  Trial, they are free to spend time at the campsite in area 
  A1, rest for the evening, or move on to their examination 
  and potentially move further down the course.
  Day 2
  The second day of the race sees the introduction of 
  “the beast,” a giant short-faced bear, to the competitors 
  and officials (more information can be found on page 
  10). While the bear has, up to this point, largely been 
  giving the Balgirdtrek a wider berth, the smell of 
  food and continued aggravation of other creatures in 
  its territory have brought it closer. As it grows more 
  curious and aggressive, some NPCs might mention 
  having caught site of a shape in the forest at night or 
  heard something lumbering near their camp. The PCs 
  can also happen upon large tracks in the snow.
  B. Caribou Field
  This checkpoint consists of a large clearing formed over 
  a frozen pond. As the PCs arrive at the caribou field 
  checkpoint trial, read or paraphrase the following.
  A small, frigid stream runs between the dense pines, opening 
  onto a frozen pond. To the east, a few small columns of 
  smoke rise above the trees from several small campfires. To 
  the north, a dozen caribou walk along the surface of the ice, 
  snuffling and pawing at the thin grasses poking up from the 
  snowy shoreline. As a race official watches over the small 
  herd, the wind carries the gentle sound of bells. 
  The official announces to the PCs that this trial is 
  meant to recreate the events surrounding the loss of 
  Balgird’s beloved pack horse. When the steed was lost 
  in a terrible blizzard, Balgird tracked a herd of caribou 
  across the tundra, and watched their behavior from a 
  distance, looking for one that he might be able to tame. 
  The legendary Ulfen spent more than a week trying to get 
  close to the herd, and narrowly escaped death by hundreds 
  of stampeding hooves before he finally managed to sling 
  
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  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  A. Tree Climb
  A. Tree Climb
  Pathfinder Flip-Mat: Winter Forest
  Pathfinder Flip-Mat: Winter Forest
  1 square = 5 feet
  1 square = 5 feet
  A1
  A1
  A2
  A2
  
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  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  B. Caribou Field
  B. Caribou Field
  Pathfinder Flip-Mat: Winter Forest
  Pathfinder Flip-Mat: Winter Forest
  1 square = 5 feet
  1 square = 5 feet
  B2
  B2
  B3
  B3
  B1
  B1
  
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  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  his saddle bags over the animal’s back and lead his new 
  companion out of the herd and into the taiga.
  B1. Campsite
  This area has been cleared for use by any teams wishing 
  to rest for the evening. The camp area runs along the 
  eastern side of the streambed, tucked into the trees and 
  larger rocks.
  B2. Caribou Herd
  A race official patrols this area, watching over the restless 
  herd of taiga caribou (a skittish breed of Medium deer) 
  that has been gathered here as a part of the trial. Four of 
  the caribou have had small bells tied into their antlers 
  (choose any four of the caribou, but avoid grouping the 
  caribou with bells adjacent to each other). The goal of 
  the trial is to retrieve a set of the bells without disturbing 
  the caribou. There are a total of 12 caribou currently on 
  the ice, spread out enough to have room to walk between 
  them, but not far enough apart that any of them would 
  be isolated from the group. 
  The caribou might seem docile, but they run if startled. 
  The PCs must retrieve at least one of the bells from the 
  caribou’s antlers without harming any of the animals 
  to pass the trial. The frozen pond the caribou walk on 
  is ice, making it both uneven ground (Pathfinder Core 
  Rulebook 476) and difficult terrain.
  Retrieving one of the bells from one of the caribous 
  requires several steps. First, the PCs must find one of the 
  bells by making a successful DC 12 (DC 15 for Subtier 
  3–4) Perception check; PCs who fail this check suffer a –1 
  circumstance penalty on the following Stealth or Nature 
  check due to needing to adjust their approach when 
  they realize they’ve selected the wrong target. Once they 
  have found an appropriate target, the PC must attempt 
  to retrieve the bell from its antlers with a successful DC 
  16 Stealth check (DC 19 for Subtier 3–4) to Sneak or a 
  DC 15 Nature check (DC 18 for Subtier 3–4) with the 
  following results.
  Critical Success: The PC catches the interest of the 
  lead caribou and the pack follows the PCs around for a 
  brief time. The team gains 1 Progress Point and the DC 
  for additional PCs to attempt this trial is reduced by 2.
  Success: The caribou remain still and unafraid of the 
  PC and as they retrieve the bell from the herd. The PCs 
  team earns 1 Progress Point and can move on. 
  Failure: The caribou are skittish, and the PC fails to 
  retrieve a set of bells. Another PC can make an attempt.
  Critical Failure: The caribou are startled and begin 
  to run. Any PC among the herd must succeed at a 
  DC 18 (DC 20 for Subtier 3–4) Reflex save or take 
  2d6 bludgeoning damage (5d6 in Subtier 3–4) and be 
  knocked prone. The team gains no further Progress 
  Points and must move on.
  While only one PC is required to attempt the trial, other 
  PCs can make their own attempts or Aid an attempting 
  PC (though not both, as the race officials remind the 
  PCs before they begin their attempts). The PCs should 
  be allowed to approach the trial in less conventional 
  ways so long as they maintain the rules of the trial by not 
  harming any of the caribou on the ice. 
  Caribou Herd Sabotage
  If the members of Without Trace or Fail are indifferent 
  or worse toward the PCs and have not yet attempted to 
  sabotage the party on this day, the nefarious team places 
  one of the following sabotages on the trial.
  Fox on the Field: One member of Without Trace or 
  Fail snared a fox and has released it onto the field. The 
  caribou are more on edge due to its presence. Any PC 
  attempting to retrieve a bell takes a –2 circumstance 
  penalty to their Nature and Stealth checks to retrieve one 
  of the bells. PCs can attempt a DC 14 Nature check to 
  lure the fox away from the area and calm the caribou to 
  negate this penalty.
  Silenced Bells: Several of the bells have been stuffed 
  with bits of wool and fur from Without Trace or Fail’s 
  gear and do not ring. PCs making a Perception check to 
  find a bell take a –2 circumstance penalty to their check.
  B3. Slaughtered Caribou
  In this area, the bear that threatens the race’s competitors 
  has killed and eaten from a caribou. The body is 
  mutilated and nearly frozen in the cold air. A PC may 
  notice the animal if they enter the area. A PC who 
  examines the body and succeeds at a DC 15 Nature or 
  Medicine check (DC 18 in Subtier 3–4) reveals that the 
  large claw marks came from an animal of immense size 
  and strength. Characters can also begin using Survival to 
  Track the Beast with a DC 16 check (DC 19 in Subtier 
  3–4); characters who succeed at the check to track 
  continue to find evidence of the bear along the trail in 
  regular enough intervals that they can continue finding 
  evidence of it from day to day, but the bear’s enormous 
  speed and endurance are such that the party is unlikely 
  to be able to catch up to it until they reach area E. Note 
  that this an excellent opportunity for rangers who have 
  been successfully tracking the bear and chosen it as the 
  target of their Hunt Prey ability, or other characters with 
  similar options, can use these opportunities to track the 
  bear as a means of keeping their Hunt Prey ability active 
  for the final encounter.
  Hero Point: By now you should have completed the 
  first hour or more of gameplay. Award a Hero Point to 
  
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  one of the PCs if you have not already done so. This 
  could be the PC who was most successful in navigating 
  the caribou herd, or the PC who lures away the fox if the 
  Fox on the Field sabotage is in play (see above). If none 
  of the PCs match these requirements, give a Hero Point 
  to a random PC of your choice.
  Day 3
  The third day of the Balgirdtrek begins as many of 
  the competitors approach the Whitegold River. The 
  competitors are now very close to the Beast’s territory 
  and it has become increasingly aggressive. The officials at 
  the next checkpoint the PCs arrive at are visibly shaken 
  and tell the PCs that one of their patrols was attacked in 
  the night and they barely escaped with their lives. 
  The other teams have likely seen signs of the Beast 
  at this point, and may be positing their own ideas as to 
  what it could be. The giant short-faced bear is rare to see 
  and not well known, even among the Ulfen. 
  Race officials warn all teams that resting outside of 
  the checkpoints may expose them attack by “the beast” 
  and recommend that all teams stay close, but do not 
  stop anyone wishing to push on past a checkpoint so 
  long as the weather allows. If the PCs rest outside of the 
  checkpoints, they may awake to signs of the Beast having 
  come into their camp; missing rations, damaged gear or 
  tracks between their tents.
  C. Whitegold River Crossing
  The Whitegold River is potentially the most hazardous 
  trial in the Balgirdtrek. The wide river flows quickly as 
  winter draws close, chunks of ice occasionally drift and 
  crash among the rocks from further upstream. As the PCs 
  near the Whitegold River Crossing, read or paraphrase 
  the following.
  Steam and spray from the Whitegold River hangs in the 
  air as the checkpoint draws near. The wet air carries a cold 
  sting. The snow on the trees drips, plopping heavily to the 
  ground and the snow and frost seem to be clinging only in 
  shadowed nooks and slick patches, despite the frigid air. 
  Race officials prepare fish caught from the banks of the river 
  near the camp. South of the campsite, another official stands 
  near the riverbank. Several long poles lean against a mossy 
  rock. Across the river, the course stretches away from the 
  river and through the thinning trees into the snow-dusted 
  hills beyond.
  The officials tell the PCs that this trial is particularly 
  important to the Balgirdtrek. After spotting the tarn 
  linnorm, Balgird gave chase to the beast. The linnorm 
  slipped through the trees and made its way across the 
  Whitegold River to evade Balgird. The rushing river was 
  frigid and cold, and as Balgird approached he could see 
  the tarn linnorm lurking in the trees on the other side, 
  waiting to pluck his exhausted body from the shore if 
  he swam across. Balgird felled a tall sapling from the 
  riverside and vaulted across the river with as much of his 
  gear as he could carry, foiling the linnorm and chasing it 
  further into the wild.
  C1. Campsite
  The campsite in this area is settled among the standing 
  stones. These stones recall the deeds of Balgird Bluetongue 
  and his heroic deeds. If the Wyrding Wayfinders are 
  nearby when the PCs arrive, Sassa Ringbreaker sings the 
  skaldic poem inscribed on the center stone as the team 
  prepares for the crossing. Characters who understand 
  Skald recognize the poem as an epic penned by Balgird 
  himself describing his crossing of the river in pursuit of 
  the tarn linnorm he would eventually slay.
  C2. Beast Sighting
  The bear lingers here at night, watching anyone at the 
  campsite. If the PCs rest for the night at the campsite, any 
  of them near the water can attempt a DC 12 Perception 
  check (DC 15 in Subtier 3–4) to notice the animal. Once 
  spotted, the bear flees into the forest. Any PC who sees 
  the bear can attempt a DC 18 Nature check (DC 20 in 
  Subtier 3–4) to Recall Knowledge and identify it.
  C3. River Crossing Trial
  The Whitegold River is a formidable obstacle and has 
  signaled the end of the Balgirdtrek for many teams 
  in the past. The water is incredibly cold and surges 
  rapidly. While it is possible to swim across, any PC who 
  is submerged in the water must succeed at a DC 15 
  Fortitude save (DC 18 for Subtier 3–4) when they first 
  enter the water and at the beginning of each round they 
  remain in the river, with the following results.
  Critical Success: The PC is unaffected by the river’s chill.
  Success: The PC takes 1d6 cold damage from the icy 
  water of the river. 
  Failure: The PC takes 2d6 cold damage and is fatigued.
  Critical Failure: The PC takes 2d6 cold damage, is 
  fatigued, and is drained 1.
  The Whitegold River is 15 feet deep at most points 
  and flows from north to south with 20-foot currents. 
  Creatures that fall into the river are swept 20 feet 
  downstream starting at the end of their next turn and 
  each subsequent turn thereafter. Creatures being swept 
  down the river can attempt DC 15 Athletics checks to 
  Swim on their turn (see Pathfinder Core Rulebook page 
  243) to swim to shore, though the frost-slick banks 
  
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  C. Whitegold River Crossing
  C. Whitegold River Crossing
  Pathfinder Flip-Mat: Bigger Forest 
  Pathfinder Flip-Mat: Bigger Forest 
  1 square = 5 feet
  1 square = 5 feet
  C1
  C1
  C3
  C3
  C2
  C2
  
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  require the creature to succeed at a DC 15 Reflex save 
  to Grab an Edge; otherwise they continue to be moved 
  downstream by the current. 
  Creatures that critically fail a Swim check sink to 
  the river bottom and must hold their breath or begin 
  drowning (see Pathfinder Core Rulebook page 478). 
  Once a creature has sunk to the bottom, they are still 
  swept downstream 20 feet at the end of each turn they 
  remain in the river, though they can attempt to walk 
  along the river bottom toward shore, treating each 
  square as greater difficult terrain. A creature that is 
  swept over the cascade at the southern end of the river 
  takes 2d6 bludgeoning damage and 2d6 cold damage 
  from the fall (3d6 bludgeoning damage and 3d6 cold 
  damage in Subtier 5–6 due to the chunks of floating ice 
  at the bottom of the cascade). Once a creature has been 
  swept over the cascade, race officials intervene and pull 
  the creature from the water, though they force the entire 
  team to stay and rest that evening, reducing the party’s 
  Progress Points by 2.
  The preferred method for crossing the river is to use 
  the large poles on hand for the trial. Each fifteen-foot 
  long pole has a small plate affixed to the base, just 
  below the tip to prevent the pole from simply sinking 
  into the mud of the river. The goal of the trial is for 
  each member of the party to cross the river, preferably 
  using the poles to vault across to the other side. A PC 
  attempting to cross the river can attempt a DC 15 (18 
  for Subtier 3–4) Acrobatics or Athletics check to vault 
  the river with the following results;
  Critical Success: The PC makes it across the river and sets 
  a new record for distance, gaining 2 Progress Points.
  Success: The PC makes it across the river to the other 
  side without coming in contact with the water and 
  gains 1 Progress Point.
  Failure: The PC attempts to make the gap, but is unable 
  to swing across, instead coming back down on the 
  same side. 
  Critical Failure: The PC falls off the pole and into 
  the river.
  The PCs must make their initial attempt to cross 
  the river at area C3. Any attempt to circumvent this 
  results in officials telling them to go back and attempt 
  the crossing again; PCs who ignore this request have a 
  sanction placed against the team and lose 1 Progress 
  Point per warning issued (though no more than 1 
  per PC).
  Each PC must complete this trial, as the Whitegold 
  River bisects the course. Also note that while using the 
  poles is the standard approach to completing the trial, 
  the PCs should be allowed to approach the trial in less 
  conventional ways. 
  River Crossing Sabotage
  If the members of Without Trace or Fail are indifferent 
  or worse toward the PCs and have not yet attempted to 
  sabotage the party on this day, the nefarious team may 
  have sabotaged the trial in one of the following ways.
  Loosened Plates: The plates on the bottom of the 
  poles used for crossing have been loosened. When the 
  pole is plunged into the soft mud of the river, it sinks 
  deep and can become stuck in the upright position. 
  PCs can notice this sabotage with a DC 18 Perception 
  check (DC 20 in Subtier 3–4) and either request a new 
  pole from the race officials or repair their pole with a 
  DC 12 Crafting check. A PC attempting to vault across 
  with a loosened plate must make an additional DC 15 
  Athletics or Acrobatics check (DC 18 in Subtier 3–4) to 
  complete their vault before the pole sinks into the water. 
  Failing this check causes the PC to fall into the river.
  Treacherous Ice: Without Trace or Fail have broken 
  up a great deal of ice up-stream from the crossing, 
  causing large chunks to drift through the crossing. Any 
  PC attempting to vault the river takes a –2 circumstance 
  penalty to their checks and any PC attempting to swim 
  across the river takes an additional 1d4 slashing damage 
  and 1 cold damage from the sharp chunks of ice.
  Day 4
  If they find themselves behind the third checkpoint by 
  Day 4, they should be informed by officials that the 
  Balgirdtrek is nearly over and encouraged to “pick up 
  the pace”. If they are lagging behind the competition, 
  they may see signs of their position in the standings 
  through observable changes in the environment, such as 
  seeing some officials start to break down the camps at 
  the last two checkpoints. 
  D. Ice Walk
  This trial takes place on the open ice in a valley between 
  stands of trees. As the PCs approach the ice walk trial, 
  read or paraphrase the following;
  Among the tall drifts and dunes of snow and ice, a small 
  hollow reveals signs of life. A large fire pit is encircled by 
  tents and snow shelters as officials stand near the warmth of 
  the blazing fire. Beyond the camp, a large sheet of exposed 
  ice is marked by race banners. In the middle of the ice, a 
  delicate ribbon lies partially frozen in the sheet. 
  The officials tell the teams that this trial recounts the 
  tale of Balgird’s brave survival on the open ice. While 
  camping in the tundra, Balgird lost some precious 
  equipment to the wind in the night. The following 
  morning, he followed a trail of gear to discover one of 
  
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  his scrolls frozen in the ice. With great care, he moved 
  across the thin sheet to where his scroll lay trapped. 
  Balgird created a lens from a piece of the ice itself, 
  focusing the sunlight on the ice to slowly melt it away 
  from his scroll until he was able to free it.
  D1. Campsite
  The campsite here is cold, but comfortable enough that 
  the competitors can rest with relative ease.
  D2. Ice Floe
  The goal of this trial is to make it across the ice to the 
  center and free the ribbon from the ice without damaging 
  it. The water beneath the ice is 3 feet deep and does not 
  pose a drowning risk but is treacherous nonetheless. The 
  challenge here is twofold as the ice itself is just thick 
  enough to support the weight of a PC on it, but any 
  violent or vigorous action while on it could cause a PC 
  to fall through. While on the ice, a PC must attempt a 
  DC 14 (16 for Subtier 3–4) Acrobatics check to Balance. 
  If the PC falls, the ice within 5 feet of the PC cracks. If 
  the PC falls on a square of cracked ice, they fall through 
  the ice, taking 3d6 cold damage (4d6 in Subtier 3–4) and 
  must start over. If a PC falls through the ice more than 
  once, race officials require the entire team to rest and 
  warm up for at least 6 hours, costing the PCs 1 Progress 
  Point. A PC that attempts to crawl across the ice is not 
  required to make an Acrobatics check to Balance. 
  Once a PC has made it to the center of the ice without 
  breaking through the surface, they must free the ribbon 
  from the ice without damaging it. The delicate ribbon is 
  torn by any weapon strikes to the ice, and most spells that 
  could melt the ice would also ignite the ribbon itself. The 
  trial can still be accomplished a number of ways but is 
  commonly done by carefully melting the ice from around 
  the ribbon with a carefully applied torch or candle. A PC 
  attempting to free the ribbon can attempt a DC 15 (DC 
  18 for Subtier 3–4) Thievery or Nature check to free the 
  ribbon from the ice with the following results.
  Critical Success: The PC completes the challenge with 
  record-setting speed and gains 2 Progress Points.
  Success: The PC is able to remove the ribbon intact 
  from the ice and gains 1 Progress Point.
  Failure: The ribbon remains stuck in the ice. Another 
  PC may attempt the trial.
  Critical Failure: The ribbon is damaged while trying to 
  remove it. The officials repair the ribbon with mending 
  and the PCs may not attempt the trial again.
  If a PC frees the ribbon from the ice successfully, 
  the team is awarded 1 Progress Point and can move 
  on, though additional PCs may attempt the challenge 
  as well to try and gain additional Progress Points. The 
  PCs should be allowed to approach the trial in less 
  conventional ways so long as they maintain the rules of 
  the trial by not damaging the ribbon. For example, a PC 
  carrying salt or high-proof alcohol can attempt to use it 
  to melt the ice around the ribbon. 
  Ice Floe Sabotage
  If members of Without Trace or Fail are indifferent or 
  worse toward the PCs and have not yet used a sabotage 
  on this day, one of the following sabotages has been used 
  on the trial.
  Deceptive Drifts: Extra snow was heaped along 
  the edge of the ice sheet. Blown by the wind, it now 
  covers some portions of the ice, hiding thin sections 
  and making the ground uneven. Any PC attempting 
  to move across the ice must now treat it as uneven 
  terrain and takes a –1 circumstance penalty on checks 
  to Balance on the ice and a –1 circumstance penalty 
  on checks to free the ribbon. PCs can take extra time 
  to clear the ice; this negates the uneven terrain and 
  the penalties to their checks, but costs them 1 Progress 
  Point due to lost time.
  Polished Surface: A PC who succeeds at a DC 15 
  Perception check notices that water has recently been 
  cast over the ice, polishing the surface to a smooth, 
  glossy finish. Any PC attempting to move across the 
  ice takes a –2 circumstance penalty to checks made to 
  Balance on the ice. Using a rope and pitons or some 
  similar method to increase the PCs traction and stability 
  can negate this penalty.
  Hero Points: If you have not awarded a Hero Point to 
  a player since area B3, award one to a player now. This 
  could be the player whose PC either was most successful 
  in navigating this skill challenge, or a player whose PC 
  thwarted the sabotage attempt (if any). If neither of 
  these conditions matches a player at the table, award a 
  Hero Point to a single player of your choice (this should 
  be a different player than the one awarded a Hero Point 
  following Event 1, if applicable).
  E. The Beast Attacks 
  Severe
  This encounter takes place after the overland travel 
  check following the PCs completion of the final 
  checkpoint trial. After leaving the final checkpoint, 
  the PCs may be in high spirits, but the bear has been 
  tracking the teams across the course. As they near 
  its den, it has become bold enough to attack the race 
  participants directly. Total the Progress Points earned 
  after the overland travel check is made. If the PCs are 
  in the lead, the bear ambushes them directly in area E1, 
  grabbing one of the PCs and attempting to drag them 
  across the ice toward its lair in area E4.
  
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  D. Ice Walk
  D. Ice Walk
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat:  Frozen Sites
  Pathfinder Flip-Mat:  Frozen Sites
  D1
  D1
  D2
  D2
  
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  If the PCs are not in the lead, the team directly ahead 
  of them is attacked instead and the PCs come upon 
  the scene. If the PCs decide not to stop, they can make 
  their final overland travel check to cross the finish 
  line, but their failure to assist a team in need leads to 
  a decision by the race officials to dock their team 2 
  Progress Points. 
  Provided the PCs stop to investigate the attack, they 
  begin in area E1. 
  As the PCs come upon the scene of the attack, read or 
  paraphrase the following.
  A broken sled lies in the snow at the edge of the path beside 
  an old bridge. Fresh blood marks are clearly visible against 
  the white snow as large, crimson swaths. Equipment is 
  scattered across the snow and onto the frozen surface of 
  the lake. 
  Cloth and bits of a banner bearing the mark of one of 
  the other racing teams hang from branches of the trees 
  to the east of the bridge.
  E1. Signs of Struggle
  At this site lies a broken sled and signs of a fight as 
  described above. A brief search of the area points the 
  PCs toward area E2. Among the scattered supplies are 
  two minor healing potions.
  E2. Broken Supplies/ Skis
  When the beast attacked the team, one of its members 
  fled the attack across the bridge, only to be caught by 
  the Beast here. The competitor’s weapons and broken 
  skis lie in a snow bank here at the far side of the island. 
  Any PC who enters this area can attempt a DC 12 
  Perception check (DC 15 in Subtier 3–4) to spot more 
  blood leading over the ice and the collapsed form of the 
  wounded team member in area E3.
  E3. Wounded Team Member
  Members of the attacked team saw most of the fighting 
  here at the small spit of ground. The ice is soaked with 
  blood and one of the attacked team members lies here, 
  conscious yet badly wounded. The wounded NPC warns 
  the PCs that “the beast attacked” and points to area E4, 
  telling the party that their teammates were dragged into 
  the creature’s lair after being incapacitated.
  The bear attacks the PCs after they cross to the North 
  side of the small island, charging across the ice while 
  covered in the blood of its previous victims. The beast 
  fights to the death, protecting its territory violently, but 
  retreats to area E4 once reduced to half its maximum 
  Hit Points. 
  E4. Beast’s Lair
  If the Beast attacked another team, it brought most 
  of them here. The members of the attacked team lay 
  here, dying. When the PCs arrive in area E1, the team 
  members in this area are dying 1 (each member of a 
  competing team is considered to be of a level equivalent 
  to the average level of the PCs and has a number of 
  Hit Points equal to 10 × their level). Competitors who 
  are stabilized and healed leave to find race officials 
  and request help; they can carry one of their injured 
  teammates with them.
  Subtier 1–2
  LESSER GIANT SHORT-FACED BEAR  
  CREATURE 4
  Page 25; art on page 29
  Initiative Perception +11
  Subtier 3–4
  GIANT SHORT-FACED BEAR 
  CREATURE 6
  Page 26; art on page 29
  Initiative Perception +14
  Slaying the Beast: The Beast is a deadly threat to 
  competitors in the Balgirdtrek and earns the PCs the 
  gratitude of the race officials. The officials reward the 
  PCs with a scroll of snowball (Lost Omens World Guide 
  112) on their Chronicle sheet. If the PCs fail to defeat the 
  beast, cross the scroll off of their Chronicle sheet.
  Finishing the Race
  Once the PCs cross the finish line, Progress Points 
  accrued throughout the trials and overland travel are 
  totaled. If the PCs have more points than any other team, 
  they are the winners of the Balgirdtrek. If they have the 
  same number of points as the next best team, they win 
  the race only if they did not receive any sanctions from 
  race officials during the event. As the PCs cross the finish 
  line, read or paraphrase the following.
  Two tall, wooden linnorm statues mark the finish line to the 
  harrowing Balgirdtrek. Crossing the line, the gathered crowd 
  of spectators and participants cheers and applauds. Racers 
  are met with blankets, soup, and medical supplies almost 
  as soon as they are within the village of Frostgarten, where 
  spectators are gathered to celebrate the competition and 
  those who completed it.
  Conclusion
  Regardless of their finishing position, race officials 
  congratulate the PCs for completing the Balgirdtrek. 
  
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  E. The Beast Attacks
  E. The Beast Attacks
  1 square = 5 feet
  1 square = 5 feet
  E1
  E1
  E2
  E2
  E3
  E3
  E4
  E4
  
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  So long as the PCs completed the race honorably and 
  did not attempt to cheat any trials or harm their fellow 
  competitors, they are invited to return again next year. 
  As one last formality, the winning team is tasked with 
  helping to prepare the feast and medical supplies for the 
  remaining racers. Once the last of the teams cross the 
  finish line, the festivities begin.
  A massive feast is prepared, and the winning team is 
  given a place of honor at the banquet table. If the PCs 
  managed to expose the sabotage attempts performed 
  by the members of Without Trace or Fail, the team is 
  forbidden from participating in the celebration and 
  banned from any future competition in the Balgirdtrek. 
  If Without Trace or Fail’s attitude toward the PCs was 
  improved to friendly or helpful, the team apologizes to 
  the PCs for their actions and turns themselves into the 
  race officials. 
  Primary Objective
  If the PCs complete the Balgirdtrek without being caught 
  cheating or interfering with the other teams progress they 
  complete the primary objective of this scenario. Doing so 
  earns each PC 2 Fame and 1 Reputation for any faction 
  associated with their currently slotted faction boon.
  Secondary Objectives
  Winning the Balgirdtrek grants the PCs the Tarnbreaker 
  Champions boon on their Chronicle sheet and earns each 
  PC 2 Fame and 1 Reputation for any faction associated 
  with their currently slotted faction boon.
  Reporting Notes
  If the PCs won the Balgirdtrek, check Box A. If another 
  team won the race, check Box B.
  
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  Appendix 1: Subtier 1–2 
  Encounters 
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text. 
  Encounter E4: The Beast’s Lair
  Creature: As long as the bear has more than one visible 
  enemy, it uses Mauling Throw whenever it can, seeking to 
  hurl enemies away and force them to move back through 
  its deadly reach. The bear uses Rush to charge enemies 
  who attempt to attack it with ranged weapons or spells. 
  The bear never attacks an unconscious opponent unless 
  there are no other opponents in sight.
  LESSER GIANT SHORT-FACED BEAR 
  CREATURE 4
  N
  LARGE
  ANIMAL
  Perception +11; low-light vision, scent (imprecise) 30 feet
  Skills Athletics +12, Survival +9
  Str +4, Dex +1, Con +5, Int –4, Wis +1, Cha –2
  AC 20, Fort +13, Ref +7, Will +9
  HP 60
  Attack of Opportunity �
  Speed 45 feet
  Melee � jaws +12, Damage 2d6+4 piercing
  Melee � claw +12 (agile, reach), Damage 1d12+4 slashing 
  plus Grab
  Mauling Throw � (attack) Requirement The giant short-faced 
  bear has a creature grabbed; Effect The g Leo iant short-
  faced bear throws its grabbed target up to 20 feet in any 
  direction and deals its claw damage to the target.
  Rush � The giant short-faced bear Strides and makes a 
  Strike at the end of that movement. During the Stride, the 
  giant short-faced bear gains a +10-foot circumstance bonus 
  to its Speed.
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. 
  10–15 Challenge Points: Increase 
  the 
  giant 
  short-faced bear’s Hit Points by 10 for every 2 Challenge 
  Points above 9 the party is worth, and increase its AC 
  and saving throws by 1 for every 3 Challenge Points 
  above 9 the party is worth.
  SCALING ENCOUNTER E4: THE BEAST’S LAIR
  
  26
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Appendix 2: Subtier 3–4 
  Encounters 
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text. 
  Encounter E4: The Beast’s Lair
  Creature: As long as the bear has more than one visible 
  enemy, it uses Mauling Throw whenever it can, seeking to 
  hurl enemies away and force them to move back through 
  its deadly reach. The bear uses Rush to charge enemies 
  who attempt to attack it with ranged weapons or spells. 
  The bear never attacks an unconscious opponent unless 
  there are no other opponents in sight.
  GIANT SHORT-FACED BEAR 
  CREATURE 6
  N
  LARGE
  ANIMAL
  Perception +14; low-light vision, scent (imprecise) 30 feet
  Skills Athletics +15, Survival +12
  Str +5, Dex +2, Con +6, Int –4, Wis +2, Cha –2
  AC 23, Fort +16, Ref +10, Will +12
  HP 96
  Attack of Opportunity �
  Speed 45 feet
  Melee � jaws +15, Damage 2d6+7 piercing
  Melee � claw +15 (agile, reach), Damage 1d12+7 slashing plus 
  Grab
  Mauling Throw � (attack) Requirement The giant short-faced 
  bear has a creature grabbed; Effect The giant short-faced 
  bear throws its grabbed target up to 20 feet in any direction 
  and deals its claw damage to the target.
  Rush � The giant short-faced bear Strides and makes a 
  Strike at the end of that movement. During the Stride, the 
  giant short-faced bear gains a +10-foot circumstance bonus 
  to its Speed.
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. 
  17–42 Challenge Points: Increase 
  the 
  giant 
  short-faced bear’s Hit Points by 10 for every 3 Challenge 
  Points above 16 the party is worth, and increase its AC 
  and saving throws by 1 for every 6 Challenge Points 
  above 16 the party is worth.
  SCALING ENCOUNTER E4: THE BEAST’S LAIR
  
  27
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Appendix 3: Art
  Bjersig Torrsen
  
  28
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Faergim Axebinder
  
  29
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Giant Short-Faced Bear
  
  30
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  
  31
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
  Player Handout 1: Recommended Supply List
  GM Handout: Race Tracker
  Skis and/or snowshoes for all, winter clothes, tents, one small sled, splitting 
  axe, rations, healing supplies, 100 feet of hemp rope, repair kit
  Team
  Day 1
  Day 2
  Day 3
  Day 4
  Bluetongue’s Brawlers
  Fangs of the Remorhaz
  Two Houses
  Without Trace or Fail
  Wyrding Wayfinders
  Pathfinder Team
  
  Tarnbreaker’s Trail
  GM References
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Chronicle Sheet 
  PCs who win the Balgirdtrek gain the Tarnbreaker Champions boon on their Chronicle sheet.
  Treasure Bundles: 
  The PCs earn 2 Treasure Bundles plus 1 for every Progress Point they have earned by the time they complete this adventure 
  (maximum 10 Treasure Bundles). 
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  
  33
  Pathfinder Society Scenario
  Tarnbreaker’s Trail
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  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–10: Tarnbreaker’s Trail © 2019, Paizo Inc.; Author: 
  Steven Hammond.
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  U3Y5
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–10: 
  Tarnbreaker’s Trail
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  scroll of snowball (Lost Omens World 
  Guide 112; level 1; 4 gp)
  scroll of snowball (Lost Omens World 
  Guide 112; level 1; 4 gp)
  You participated in the historic Balgirdtrek and became a part of history in the Lands of the Linnorm Kings, while meeting a variety 
  of the region’s most famous athletes and one particularly ferocious bear.
  Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special 
  privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place 
  primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar 
  establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this 
  does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance 
  bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place 
  primarily in the Lands of the Linnorm Kings.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-10 - Tarnbreakers Trail.pdf