TEXT: Shades of Ice, Part I: 
  Written in Blood
  By Joshua J. Frost
  A PAthfinder Society ScenArio for tierS 1–5
  ™
  
  ®
  ™
  ShadeS of Ice Part I:  
  WrItten In Blood
  Pathfinder Society Scenario 2–15
  Design: Joshua J. Frost
  Development: Mark Moreland
  Editing: Judy Bauer
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artists: Jeffrey Lai and Kieran Yanner
  Cartographer: Corey Macourek
  Editorial Intern: Michael Kenway
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Finance Manager: Chris Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Manager: Hyrum Savage
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Bestiary, and 
  the Pathfinder RPG Advanced Player’s Guide. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–15: Shades of Ice Part I: Written in Blood is a Pathfinder Society Scenario designed for 1st- to 
  5th-level characters (Tiers 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but 
  can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is 
  suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 21 of this product.
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  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Player Companion, Pathfinder 
  Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
  
  3
  Where on Golarion?
  Written in Blood takes place in the city of Trollheim in the Lands 
  of the Linnorm Kings, in the icy, northern reaches of Avistan. 
  Trollheim has a sizable population of just over 12,000 souls, and 
  is a city-state with no king—a castellan named Freyr Darkwine 
  leads the city’s military force and is the de facto ruler until 
  such time as a king is crowned. The citizens of Trollheim bear a 
  violent, burning hatred for the citizens of neighboring Irrisen, 
  and Darkwine himself routinely leads hunts for that nation’s ice 
  trolls and winter witches. For more information on the Lands of 
  the Linnorm Kings, see Pathfinder Campaign Setting: The Inner 
  Sea World Guide, available in book and hobby stores everywhere, 
  and online at paizo.com.
  • Trollheim
  Land
  s of t
  he
  Linno
  rm Ki
  ngs
  irrise
  n
  After careful plotting and hiring mercenaries, Runa 
  and Hjort grabbed the one stalwart ally of the Society 
  who they knew for certain lived in Trollheim: Rognvald 
  Skagni, an expert historian on the three nations of 
  northern Avistan west of the Worldwound—the Lands 
  of the Linnorm Kings, Irrisen, and the Realm of the 
  Mammoth Lords. Skagni had spent the past several years 
  in the north gathering information and materials for a 
  lengthy report of the current state of government in the 
  north to send back to Absalom. Not a Pathfinder himself, 
  Skagni nevertheless made a decent living providing the 
  Society with detailed information about various locations 
  across Avistan. Hjort, Runa, and their mercenaries took 
  Skagni in an evening raid, murdered his servants, and 
  burned his house to the ground. Skagni was sent to Irrisen 
  A 
  few months ago, the Ulfen warrior and ambitious 
  jarl-to-be of the Blood Ram tribe, Hjort Fastaxe, was 
  the only survivor of a raid on his proud and mighty 
  coastal village in the Lands of the Linnorm Kings. 
  Though the warriors of the Blood Ram tribe fought with 
  all the power and prowess they possessed, they were 
  outnumbered, and were crushed in a matter of minutes 
  by forces both material and magical. Hjort only survived 
  because he was blasted into a ruined building by powerful 
  magic and left for dead; when he woke hours later and 
  dug himself out of the wreckage, he found that the men 
  of his village had been slaughtered, and the women and 
  children hauled off into slavery. As Hjort sorted through 
  the carnage, he found many bodies of the foe who dared 
  raid their village—and on every single one he found the 
  same thing: a wayfinder. Even in the north, far from the 
  Pathfinder Society’s headquarters in Absalom, Hjort knew 
  what the wayfinders meant and what they represented. His 
  hatred burned brighter and brighter as he packed his 
  gear, sharpened his weapons, and set out for Trollheim. 
  He planned to find these raiding Pathfinders and kill 
  them publicly so that everyone—especially the castellan 
  of Trollheim, Freyr Darkwine—would see his power and 
  known that he had claimed his revenge. Thus he might 
  both slake his thirst for blood and ingratiate himself 
  with Darkwine’s warriors—thereby satiating his lust for 
  power as well.
  In Trollheim, Hjort found an unlikely ally—a dark-
  haired Chelish woman named Runa White, who claimed 
  she too was betrayed by the Society and had tracked her 
  betrayers to Trollheim for revenge. In truth, Runa was 
  part of the Shadow Lodge mission that sacked Fastaxe’s 
  village (searching for ancient Linnorm artifacts of 
  power for a new shadow lodge in Whitethrone), and she 
  had stayed behind to watch for survivors or pursuit. 
  When she saw Hjort emerge from the carnage, raging 
  for revenge, a plan formed in her mind. She decides to 
  harness Hjort’s anger and prowess and fulfill the final 
  part of her mission in the wretched, backwater Land of 
  the Linnorm Kings: she would turn the Ulfen warrior 
  against the Society fully, and he would help her end their 
  presence in Trollheim.
  ShadeS of Ice, Part I: 
  WrItten In Blood
  By JoShua J. froSt
  
  The ShadeS of Ice series
  Written in Blood is the first chapter in the three-part Shades 
  of Ice adventure arc set in Avistan’s frigid northern reaches. 
  All three parts of the series are designed for Tier 1–5, and are 
  intended to be played in order, as events in Written in Blood 
  lead directly into Exiles of Winter, which in turn sets the stage 
  of the final installment, Keep of the Huskarl King.
  PAthfinder Society ScenArio
  4
  as a slave, and the mercenaries established a watch on his 
  ruined home for signs of Pathfinder visitors. Any 
  such Pathfinders who arrive are to be made 
  to pay for the attack on Hjort’s village.
  As Hjort’s mercenaries keep watch on 
  the kidnapped researcher’s burned-out 
  home, Pathfinders from Absalom are 
  on their way north with chests full of 
  documents to aid him in finishing his 
  report. Little do these Pathfinders know 
  that their arrival in Trollheim may end 
  their time in the Society forever.
  Summary
  The PCs enter Trollheim seeking the 
  home of Rognvald Skagni, a renowned 
  historian of the north who is working 
  on a comprehensive report on the 
  state of government in the Lands of 
  the Linnorm Kings and beyond. Arriving at Skagni’s 
  home, the PCs find it burned to the ground and are 
  assaulted by men set to watch specifically for snooping 
  Pathfinders. At this point the PCs discover that a man 
  named Hjort and his female companion Runa have 
  targeted them for death for unknown reasons.
  The PCs then search Trollheim, looking for clues 
  regarding Skagni, Hjort, and Runa. After what could be 
  days of investigation, the PCs finally get a lead: Hjort can 
  be found at a rough-and-tumble tavern in the market 
  district known as the Horned Helm.
  When the PCs arrive at the Horned Helm, they find 
  that it’s a trap—the man claiming to be Hjort is a 
  decoy. The real Hjort had hoped to finally kill the PCs 
  by involving them in a massive (but not particularly 
  extraordinary, by Trollheim standards) bar brawl at 
  the Horned Helm. The PCs survive the brawl, and after 
  interrogating the decoy, discover that Hjort, Runa, and 
  their crew plan to assault Trollheim’s armory disguised 
  as Pathfinders. They intend to push the castellan, Freyr 
  Darkwine, to banish the Society from his land forever, 
  hoping that the other Linnorm Kings will quickly 
  follow suit. It’s up to the PCs to stop Hjort and Runa 
  before it’s too late.
  GettinG Started
  Read the following aloud to get the adventure underway.
  The meeting in Absalom with Drandle Dreng nearly a month 
  ago was brief, as always. “I have a routine mission for you, 
  though a dangerous routine mission,” the old man whispered 
  in the great hall in the Grand Lodge. Suffering from a cold and 
  weak from lack of food and rest, the old venture-captain looked 
  quite possibly the worst you’d ever seen him. Through wracking 
  coughs he explained, “An ally of ours in the Land of the 
  Linnorm Kings—Rognvald Skagni—is writing a 
  lengthy report on the state of government in the 
  northern countries of Avistan. I received a letter 
  from him just yesterday requesting several key 
  documents from the vaults here to help him 
  finish the report.” Venture-Captain Dreng 
  patted a large, heavy-looking chest next to 
  him. “These are the documents, and I need 
  you to board a ship north to deliver them to 
  Skagni.”
  Dreng tried to stand at that point, but 
  a fit of coughing sent him back into his 
  seat. He gestured for a well-dressed, 
  impeccably kept man standing in the 
  shadows of the room to approach and 
  whispered raspy orders to him. The 
  man picked up a small pouch and a large 
  key and handed them both to the party. 
  “Venture-Captain Dreng is unwell, as you 
  can see. He wished me to give you this key and this pouch 
  of gold. The key opens the chest, and the gold will buy you 
  passage and get you from the Linnorm coast to Trollheim, 
  where Skagni resides. Whatever you do, do not let the chest 
  out of your sight and do not, under any circumstances, allow 
  it to be searched. These documents are for Mr. Skagni’s eyes 
  only. Are we understood?”
  Dreng’s nameless servant waited for a reply and then smiled. 
  “Good. Now run along; Venture-Captain Dreng needs his rest.”
  Allow the PCs time to purchase anything they may 
  need in Absalom before setting out. Remind them that the 
  north is cold, so they will need cold-weather gear if they 
  do not already have it (or they can purchase it upon their 
  arrival in Trollheim). The average daytime temperature 
  in Trollheim during this adventure is just above freezing, 
  and the average nighttime temperature hovers around –5° 
  Fahrenheit. Many of the encounters in this scenario take 
  place outside, so the PCs will need to be prepared to face 
  the elements. For more information on cold weather and 
  its effects, see page 437 of the Pathfinder RPG Core Rulebook.
  Additionally, the chest of documents presents a small 
  challenge to the PCs. The chest is 2 feet wide, 4 feet long, 
  and 3 feet deep. It’s made of heavy oak bound with iron, 
  Drandle Dreng
  
  ShAdeS of ice, PArt i: Written in Blood
  5
  Tier 1–2 (CR 2)
  Hjort’s thugs (3) 
  Cr 1/3
  Human warrior 1
  CN Medium humanoid (human)
  init +1; Senses Perception –1
  defenSe
  aC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
  hp 15 each (1d10+5)
  fort +3, ref +1, Will –1
  OffenSe
  Speed 30 ft.
  melee throwing axe +3 (1d6+1)
  ranged throwing axe +3 (1d6+1)
  taCtiCS
  Before Combat The thugs remain hidden, waiting for their 
  boss to give the order to attack.
  during Combat The thugs open combat by each hurling a 
  throwing axe at the nearest target. Then they draw another 
  and leap into melee. They save the third throwing axe for 
  fleeing targets. If reduced to fewer than 7 hit points, they 
  always use their next action to retrieve and drink their 
  potion of cure light wounds.
  morale The thugs fight so long as their boss is alive. Should 
  their boss fall, they flee if reduced to fewer than 5 hit points.
  StatiStiCS
  Str 13, dex 12, Con 12, int 9, Wis 8, Cha 11
  Base atk +1; CmB +2; Cmd 13
  feats Toughness, Weapon Focus (throwing axe)
  Skills Knowledge (local) +0, Linguistics +0
  Languages Common, Skald
  Combat Gear potion of cure light wounds; Other Gear chain 
  shirt, heavy wooden shield, throwing axes (3)
  Boss thug 
  Cr 1/2
  Human warrior 2
  CN Medium humanoid (human)
  init +1; Senses Perception –1
  defenSe
  aC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
  hp 22 (2d10+7)
  fort +4, ref +1, Will –1
  OffenSe
  Speed 20 ft.
  melee throwing axe +4 (1d6+1)
  ranged throwing axe +4 (1d6+1)
  taCtiCS
  Before Combat The boss guesses the PCs’ expedition leader 
  to be whoever has the highest Charisma, and orders the 
  thugs not to attack that PC under any condition.
  during Combat The boss lets the thugs attack first, and holds back 
  to throw axes at the easiest targets. Once either down to just one 
  axe or directly attacking in melee, the boss shifts to close combat.
  and locked with an enormous, finely crafted steel lock. 
  The chest weighs 100 pounds, and it’s imperative the 
  PCs keep it safe—failing to do so means a loss of respect 
  within the Society. Though the PCs won’t find Skagni in 
  this scenario to deliver the chest to him, they will likely 
  rescue him at the end of the Shades of Ice Part II: Exiles of 
  Winter, and can deliver the chest to him then to complete 
  this mission.
  Once the PCs are ready to travel to the Lands of the 
  Linnorm Kings, proceed to Act 1.
  aCt 1: a HOuSe in ruinS 
  (Cr 2 Or Cr 6)
  The directions to Skagni’s home provided by Venture-
  Captain Dreng’s assistant are unclear, but after a few wrong 
  turns due to poor handwriting, the party finally locates 
  their destination. But there’s a problem: it’s been burned 
  to the ground. All that remains are the stone ruins of the 
  small home’s walls and a few scattered piles of rubble.
  Where the directions indicate Skagni’s house should be 
  stands only the charred husk of a burnt-out building. Bits of 
  burnt timber and ruined furniture lie scattered about, but if 
  anything remained after the fire, it seems to have been picked 
  over and looted. Though most of the walls are blackened 
  with soot, a patch along the former front of the residence 
  still shows relatively clean, white walls. Smeared across those 
  white walls, written in reddish-brown letters four feet tall, are 
  the words, “Pathfinders go home.”
  It takes a simple DC 10 Heal check to determine that 
  the writing is indeed blood—from whom, it’s impossible 
  to tell. There is nothing of value in the ruins—Runa 
  and Hjort dragged off all of the valuables (including the 
  former resident, Rognvald Skagni), and the locals then 
  pilfered anything salvageable. Skagni’s now-ruined 
  home sits in a sparse neighborhood of scattered stone 
  and timber homes on the very edge of town. When the 
  PCs arrive, the streets are quiet and deserted. None of the 
  locals can tell the PCs much about what happened, only 
  that the house burned down a few weeks ago.
  Creatures: Hjort left behind a band of his mercenaries 
  to watch the house. They’re camped in a small copse of 
  trees about 50 feet north of the house in a small, forested 
  area just off the neighborhood’s small, rutted street (a 
  PC must succeed at a DC 25 Perception check to notice 
  them). At first they simply observe, but as the PCs discuss 
  what to do or poke around the ruins, it becomes clear that 
  the PCs aren’t simply looters—they may be Pathfinders. 
  Skagni’s men have clear orders: kill any Pathfinders and 
  capture their leader (see Handout 1 and Handout 2 on 
  page 21).
  
  A House in Ruins
  1 square = 5 feet
  GameMastery Map Pack: Ruins
  N
  PAthfinder Society ScenArio
  6
  morale The boss fights until reduced to 5 hit points or less 
  and then attempts to flee.
  StatiStiCS
  Str 13, dex 12, Con 12, int 9, Wis 8, Cha 11
  Base atk +2; CmB +3; Cmd 14
  feats Toughness, Weapon Focus (throwing axe)
  Skills Intimidate +4, Knowledge (local) +1, Linguistics +0
  Languages Common, Skald
  Combat Gear potions of cure light wounds (2); Other Gear 
  chainmail, heavy steel shield, throwing axes (5), 50 gp
  Tier 4–5 (CR 6)
  Hjort’s thugs (4) 
  Cr 1
  Human rogue (thug) 1/warrior 2 (Pathfinder RPG Advanced 
  Player’s Guide 135)
  CN Medium humanoid (human)
  init +7; Senses Perception +4
  defenSe
  aC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
  hp 26 each (1d8+2d10+7)
  fort +4, ref +5, Will –1
  OffenSe
  Speed 30 ft.
  melee mwk battleaxe +6 (1d8+2/×3)
  ranged throwing axe +5 (1d6+2)
  Special attacks sneak attack +1d6
  taCtiCS
  Before Combat The thugs remain hidden, waiting for their 
  boss to give the order to attack.
  during Combat The thugs open combat by hurling a 
  throwing axe at the nearest target. Then they draw their 
  battleaxes and leap into melee, always striving to pair up 
  and flank targets. They save their second throwing axe for 
  fleeing targets. If reduced to fewer than 11 hit points, they 
  always use their next action to retrieve and drink a potion 
  of cure light wounds.
  morale The thugs fight so long as their boss is alive. 
  Should their boss fall, they flee if reduced to fewer than 
  5 hit points.
  StatiStiCS
  Str 15, dex 16, Con 13, int 10, Wis 8, Cha 12
  Base atk +2; CmB +4; Cmd 17
  feats Improved Initiative, Toughness, Weapon Focus 
  (battleaxe)
  Skills Intimidate +7, Knowledge (local) +6, Linguistics +4, 
  Perception +4, Sleight of Hand +9, Stealth +6
  Languages Common, Skald
  
  ShAdeS of ice, PArt i: Written in Blood
  7
  turn the thugs over to the authorities, who detain them 
  for attempted murder.
  In order to solve the mystery of Skagni’s disappearance, 
  the PCs need to ask around Trollheim and find out what 
  they can about Hjort, Runa, and the missing Skagni. 
  Once the PCs are ready to do so, proceed to Act 2.
  Mission Notes: Before searching Trollheim in Act 2, 
  several factions may wish to accomplish their missions.
  Andoran faction PCs might search for the one-armed 
  bartender, but they won’t find him no matter what they 
  do (they’ll stumble into him in Act 3).
  Cheliax faction PCs might want to seek out Darkwine 
  himself (which is impossible), or find his guards and have 
  them deliver Zarta Dralneen’s message to Darkwine. A 
  simple DC 10 Knowledge (local) or Diplomacy (gather 
  information) check leads Cheliax faction PCs to any one 
  of several locations where they can deliver the message, 
  earning them 1 Prestige Award.
  Osirion faction PCs need to find a rare specimen of a 
  flower called icegrass as well as procure a rare book from a 
  merchant who covertly deals in unusual and occult texts. 
  The first requires a DC 10 Knowledge (nature) check, 
  and the second requires two checks: a DC 20 Diplomacy 
  (gather information) or Knowledge (local) check in order 
  to find the Linnorm Spine, and then a DC 15 Diplomacy or 
  Intimidate check to encourage the merchant to part with 
  the rare tome. A bribe of 20 gp or more grants Osirion 
  faction PCs a +2 circumstance bonus on these checks. 
  PCs who obtain icegrass or the rare book earn 1 Prestige 
  Award for each task.
  Qadira faction PCs need to establish three new trade 
  contacts in Trollheim’s markets—doing so requires three 
  successful DC 10 Diplomacy, Intimidate, or Knowledge 
  (local) checks (or any combination thereof). Additionally, 
  they must pay a bribe of 1 gp (in Tier 1–2) or 20 gp (in Tier 
  4–5) to each new contact in order to cement the deal, thus 
  earning 1 Prestige Award.
  Finally, Taldor faction PCs must post their notice in 
  the city market without being seen. This is best done 
  at night, when most of the city is sleeping or huddled 
  inside keeping warm, and requires a DC 10 Stealth check. 
  Failing this check means the PC making the attempt is 
  captured, whipped for insolence, and then freed a day 
  later with 2 points of Constitution damage. Success earns 
  Taldor faction PCs 1 Prestige Award, but a failed attempt 
  may not be retried.
  Rewards: If the PCs defeat Hjort’s thugs, reward each 
  tier thusly:
  Tier 1–2: 
  Give each player 79 gp.
  Tier 4–5: 
  Give each player 336 gp.
  SQ frightening
  Combat Gear potions of cure light wounds (2); Other Gear 
  masterwork chain shirt, heavy steel shield, throwing axes (2), 
   masterwork battleaxe
  Boss thug 
  Cr 3
  Human rogue (thug) 4 (Pathfinder RPG Advanced Player’s 
  Guide 135)
  CN Medium humanoid (human)
  init +2; Senses Perception +6
  defenSe
  aC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 29 (4d8+8) 
  fort +1, ref +6, Will +2
  defensive abilities evasion, uncanny dodge
  OffenSe
  Speed 30 ft.
  melee mwk longspear +9 (1d8+6/×3)
  ranged mwk hand crossbow +6 (1d4/19–20)
  Special attacks brutal beating, sneak attack +2d6
  taCtiCS
  Before Combat The boss guesses the PCs’ expedition 
  leader to be whoever has the highest Charisma score, 
  and orders the thugs not to attack that PC under any 
  condition.
  during Combat The boss charges in with the thugs, using her 
  longspear to keep the PCs at range whenever possible. The 
  boss’s masterwork hand crossbow is loaded, and should a 
  PC attempt to flee, she uses her next action to draw it and 
  fire at that PC.
  morale The boss fights until reduced to 5 hit points or fewer 
  and then attempts to flee.
  StatiStiCS
  Str 18, dex 14, Con 10, int 12, Wis 8, Cha 13
  Base atk +3; CmB +7; Cmd 19
  feats Iron Will, Toughness, Weapon Focus (longspear)
  Skills Acrobatics +8, Bluff +8, Climb +10, Intimidate +8, 
  Knowledge (local) +8, Perception +6, Sense Motive +6, 
  Sleight of Hand +9, Stealth +8, Swim +10
  Languages Common, Skald
  SQ frightening
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork chain shirt, masterwork hand crossbow with 10 
  bolts, masterwork longspear
  Development: Interrogation of the boss or the thugs 
  reveals very little. The boss has two notes on her from 
  Hjort and Runa (see Handouts 1 and 2 on page 21) that 
  offer clues, but the thugs know nothing beyond the 
  notes. The boss also can tell the PCs that she was hired 
  a few weeks ago to gather a crew and watch the house. 
  Neither the boss nor the thugs know anything about the 
  occupant of the home. Should the PCs wish to, they can 
  
  PAthfinder Society ScenArio
  8
  aCt 2: SearCHinG 
  trOLLHeim
  Searching the city of Trollheim for clues about Hjort, 
  Runa, and Skagni may be difficult for parties not 
  composed of either Ulfen characters or PCs with high 
  Knowledge (local) or Diplomacy skills. Though this act 
  provides for other, creative ways to find the information 
  they need, PCs with the above qualifications will have the 
  easiest time of it. Any Ulfen PC gains a +5 circumstance 
  bonus on any of the skill checks below, and locals always 
  begin interactions with Ulfen PCs with an indifferent 
  attitude (rather than unfriendly, as in conversations or 
  negotiations with non-Ulfen PCs). Any PC from Irrisen 
  who makes her origins known, suffers a –10 penalty on 
  any of the checks below.
  Neither Hjort Fastaxe and Runa White is very well 
  known in Trollheim—Hjort is a villager from the coast, 
  Runa is from the south, and neither has been in Trollheim 
  long enough to garner much attention. The PCs have 
  no problem finding information about Hjort and Runa, 
  though, because Hjort arranged for them to do so: all 
  of the information the PCs discover while wandering 
  Trollheim and asking questions is information planted 
  by Hjort’s mercenaries, and all of the planted information 
  leads the PCs to one place—an ambush at the rowdy 
  Horned Helm tavern.
  Trollheim is a large city with high, secure walls and a 
  sprawling, frozen network of small neighborhoods and 
  districts, many of which contain their own defenses. 
  Many of Trollheim’s market districts are unruly, smelly, 
  industrious, and busy, while residential districts are 
  generally neater, calmer, cleaner, and more secure from 
  Irrisen invasion. It’s frowned upon to cause trouble in 
  residential neighborhoods, and the wide streets therein 
  are largely crime-free. Skagni’s burned out home is on 
  the far western outskirts of on such outlying district.
  It’s possible the PCs may talk to several different people 
  during the course of this act. A few key citizens are detailed 
  below for you to use in facilitating these encounters. 
  Have the PCs roll a series of either Diplomacy (gather 
  information) or Knowledge (local) checks (keeping in 
  mind the bonus for Ulfen PCs and the penalty for PCs from 
  Irrisen). They need to collect a total of five successful DC 
  20 checks of either skill (or some combination thereof) in 
  order to track down the necessary information about Hjort 
  Fastaxe and Runa White. In truth, each check simply puts 
  the PCs closer to drawing the attention of the mercenaries 
  who are planting the false information. Once the PCs 
  collect the five successes, the mercenaries complete their 
  task by making sure the next NPC the PCs encounter has 
  all the information needed to lure the Pathfinders into 
  Hjort’s trap (see below). PCs who lack either skill can make 
  a case for other skills they might use to achieve the same 
  result—as GM, it’s up to you how to resolve these instances, 
  but allow each PC to be reasonably creative.
  Each Diplomacy or Knowledge (local) or check takes 
  1d6 hours of walking the frigid city and talking to 
  various inhabitants. By the time the PCs find the needed 
  information, several days may have passed. Each of the 
  five successes gives the PCs a portion of the final clue 
  that leads them eventually to the Horned Helm. Any of 
  the citizens detailed below can be encountered to deliver 
  one portion through a roleplaying encounter. For groups 
  that are hungry for roleplaying experiences, this series 
  of encounters can be a great opportunity to explore the 
  Linnorm city of Trollheim and bring it and its Viking 
  themes to life. For groups that just want to roll their checks 
  and be done with it, feel free to keep the social interaction 
  to a minimum and focus more on the skill checks.
  The Five Successes
  Each time the PCs have a successful encounter, they learn 
  a new piece of information. Below are the five pieces of 
  information they can learn—present them to the PCs in 
  the order in which they are listed.
  Hjort Fastaxe came from a coastal village. “I heard 
  about an Ulfen warrior named Hjort—don’t know his 
  family name—who came here a while back after his entire 
  village was slaughtered on the Arcadian coast. People say 
  his rage toward the Pathfinder Society burns bright, as 
  they were the ones who slaughtered his people—a people, 
  I heard, that he was destined to be the jarl of. Those 
  traditional warriors from the coast are serious brutes—I 
  wouldn’t want to be one of their targets.”
  Someone named Runa White has been seen in the 
  markets. “A dark-haired Chelish woman, family name 
  of White, has been seen about the market recently. She’s 
  hiring mercenaries and low-life thugs for Gorum-knows-
  what. If you’re looking for her to right some wrong, I’d 
  bring a dozen more of you—she was cornered in one of the 
  market’s darkest corners by some of Trollheim’s biggest 
  miscreants, and just when they thought they had gotten 
  the drop on her, she called to her god and blasted them 
  with holy fire. She’s tough, that one, and not someone I’d 
  mess with.”
  Hjort Fastaxe and Runa White have been seen together 
  hiring mercenaries. “Yeah, I know those two. They 
  approached my friends and me and offered us a ridiculous 
  sum to work for them. No way was I going to work for a 
  washed-up Ulfen warrior and a foreign she-devil from 
  the south. Hjort’s eyes told all the story I needed to know: 
  he wasn’t doing whatever he was doing for profit—he was 
  doing it for revenge. That business has only one path, and 
  it leads straight to Pharasma’s ample bosom. And Runa? 
  Well, she’s a foreigner, ain’t she?”
  
  ShAdeS of ice, PArt i: Written in Blood
  9
  quick to display and discuss the fine craftsmanship of his 
  many blades, all made by him. PCs who make a successful 
  Diplomacy (gather information) or Knowledge (local) 
  check while talking to Ludin must accompany it with a 
  compliment about his weapons before he will reveal the 
  information he knows.
  Rafarta Rannveig, female Ulfen city watch guard: 
  Rafarta is young and strong and, at odds with her 
  profession, quite attractive. She does bear a few small 
  scars on her chin and cheeks, but they seem to only add 
  to her beauty rather than detract from it. Rafarta knows 
  how men react to her—and she hates it. She’s always 
  wanted to serve the people of Trollheim as a protector 
  and guardian, and though women warriors are treated 
  the same as male warriors in Linnorm society, Rafarta 
  still finds it hard to do her job with the leers, stares, and 
  off-hand remarks about her anatomy that are made daily 
  in her presence. PCs who make a successful Knowledge 
  (local) or Diplomacy (gather information) check while 
  talking to Rafarta must not have complimented her 
  beauty—having done so earns them a glare and a snarl, 
  and not only does Rafarta quit speaking to that PC, but 
  she refuses to acknowledge him again at all.
  Thorngrin Brightbeard, male gnome outcast: Thorngrin 
  is in way over his head. As a poor, uneducated, and often 
  sick gnome, Thorngrin has wandered pitifully throughout 
  Avistan looking for a way to restart his life. Though 
  his health is failing and his presence in Trollheim is 
  incredibly difficult (drunk Ulfen warriors have many uses 
  for a down-on-his luck gnome), Thorngrin is still cheerful, 
  positive, and curious most of the time. The gnome outcast 
  has been in Trollheim for nearly a year, and though he 
  dreams of leaving, the harsh weather always seems to 
  prevent that from happening. As a result, he knows a 
  great deal about the locals, especially anyone residing or 
  working in the market. Any PC who gives Thorngrin at 
  least 1 gp as part of their discussion gains a +5 bonus on 
  her next Diplomacy (gather information) or Knowledge 
  (local) check made while talking to the gnome.
  Finding Hjort and Runa
  The last clue, planted by Hjort and purposefully revealed 
  to direct the PCs to the Horned Helm, ends this act. At that 
  point, the PCs should seek out the tavern in the market, 
  and a simple DC 10 Knowledge (local) check garners 
  them directions to it. Should the PCs ask around about 
  the place, no check is necessary: everyone knows that the 
  Horned Helm is dangerous and that rarely a week goes by 
  without someone finding their end on the edge of a knife 
  or with their brains smashed in by a chair. Once the PCs 
  are ready to find the tavern, proceed to Act 3.
  Mission Notes: See Act 1 for information on missions 
  PCs may wish to accomplish during or before this act.
  Hjort and Runa operate out of a shady tavern in the 
  market. “Can’t say as I remember the name of the place, 
  but when they tried to hire my cousin, they told him to 
  meet them at some hole in the market. You’d best do your 
  poking around there and stop pestering the peaceful folk 
  of Trollheim before they decide to yank your entrails out 
  from your mouth and strangle you with them.”
  Hjort and Runa live in rooms at the Horned Helm in 
  the northern part of the market. “Hjort and Runa, you 
  say? Yeah, I know ‘em. I drink a beer and punch a guy 
  in the face every night down at the Horned Helm, and 
  they’ve been there for weeks—months maybe. I tell ya, 
  that Hjort can throw a punch, and don’t get Runa started 
  about religion—she’s likely to talk about it long enough 
  it starts a fight and the way she ends fights ain’t fair, ain’t 
  right, and just ain’t normal. Runa is a dark-haired woman 
  from Cheliax, and Hjort is a large brute with red hair, a 
  red beard, and a scar across his left cheek.”
  Key Trollheim Citizens
  Below are five sample citizens the PCs might talk to in 
  order to get the five pieces of information above.
  Arvida Bergthor, female Ulfen saga scholar and serious 
  alcoholic: Arvida stands at a height of nearly 6-1/2 feet 
  and is skinny as a spear, and her hair is dirty and tousled. 
  Down on her luck, Arvida claims to be writing the greatest 
  saga the Land of the Linnorm Kings has ever known, 
  though she lost her notes in a drinking game a fortnight 
  ago. Arvida is constantly drunk, her speech slurred and 
  her movements clumsy at best. PCs who make a successful 
  Diplomacy (gather information) or Knowledge (local) 
  check while talking to Arvida must buy her a drink before 
  she reveals the information she knows.
  Kadlin Helge, female Ulfen warrior: Kadlin is a hulking, 
  heavily muscled woman of middling years with slightly 
  graying hair and an enormous greatsword strapped to 
  her back. She is serious, stalwart, and mentally tough. 
  She is not amused by silly behavior and regards those who 
  practice such behavior as nothing more than children to 
  be swaddled and pitied. Serious questions asked of Kadlin 
  are met with serious answers—silly questions are met 
  with reproachful stares and verbal admonishments. PCs 
  who make a successful Diplomacy (gather information) or 
  Knowledge (local) check while talking to Kadlin must have 
  succeeded while asking a serious question; otherwise, the 
  result is instead changed to an automatic failure.
  Ludin Swordsmith, male Ulfen retired swordsmith: 
  Ludin is an old man with a thick, well-trimmed gray 
  beard and a shiny bald head. His body is covered in 
  dozens of sheaths and scabbards of various sizes, all 
  filled with various knives, daggers, and shortswords, and 
  he moves more like a winter wolf and less like a man of 
  many years. Ludin is quick to laugh, quick to brag, and 
  
  PAthfinder Society ScenArio
  10
  aCt 3: rumBLe at tHe 
  HOrned HeLm (Cr 3 Or Cr 6)
  Read the following when the PCs arrive at the market.
  The Horned Helm is a low-slung, two-story building of 
  questionable construction leaning heavily over a shoddy corner 
  of mud and brick in the dankest, filthiest parcel of land in all 
  of the market. It has no windows, as they’ve all been broken 
  and boarded over; its only door looks like a simple plank of 
  wood covered in scratches, burns, and probably blood stains. 
  Noise, heat, and smoke pour out from under that door and 
  rise to a staggering crescendo of laughter as the door swings 
  lazily open and two bodies are unceremoniously dumped into 
  the rutted, frozen mud streets outside. A battered sign hangs 
  above the door, swinging on two chains, one shorter than the 
  other. It bears the faded image of an Ulfen helm with two 
  ridiculously large horns.
  On any given night, the atmosphere inside the Horned 
  Helm can easily be described as equal parts insanity and 
  rage. Those who wish to pick a fight and throw punches 
  against Trollheim’s hardiest brutes come here to do so, 
  and most don’t spend an evening in the Helm without 
  taking a punch or three. The two bodies dumped outside 
  as the PCs approach are both alive but unconscious, their 
  faces pulpy and bloody, with splits lips, massive bruises, 
  and swollen eyelids. Both exude a strong aroma of beer 
  and sweat.
  Inside the Horned Helm, the PCs find an unfriendly 
  crowd. Even if one or more of the PCs happen to be Ulfen, 
  it doesn’t matter; the crowd immediately starts up cat 
  calls and hurls drunken insults their way. The bartender 
  is the worst. This enormous, bearded man wearing 
  leather armor and conspicuously missing his right arm 
  is the loudest and most vile—every insult he slings is met 
  with raucous laughter from the crowd, who in turn insult 
  the bartender’s insults and then hurl more at the PCs.
  The temperature inside the Horned Helm is stiflingly 
  hot—nearly 100° F. This is because of two enormous 
  iron furnaces crammed full of coal, wood, and anything 
  else flammable that radiate the scorching fires of Hell 
  themselves. Most of the crowd are sweating excessively, 
  which only adds to the room’s dank stench.
  Once the room settles down a bit (though it never 
  fully settles—just passes out), giving the PCs time to 
  look around, have them make a DC 15 Perception check. 
  Success means that PC spots a man seated opposite 
  from the entrance, with only the profile of his left side 
  visible to the PCs, who matches the description of Hjort 
  offered in Act 2. In truth, this man is a paid look-alike; 
  the scar is fake, and he’s the trigger for a devious ambush 
  set by Hjort himself. Hjort is none too pleased there are 
  Pathfinders looking for him, and further displeased 
  that they defeated his hirelings in Act 1. Hjort wants the 
  PCs humiliated before they’re killed, and he thinks the 
  Horned Helm fits the bill nicely.
  Creatures: Most in the room are too drunk to be a 
  threat, but there are eight brawlers itching for a fight. 
  When the PCs confront the man they think is Hjort, he 
  insists that he’s not, begging for his life. As he starts to 
  spill his guts about Hjort hiring him to be a decoy, two 
  men stand up by the bar and challenge the PCs. These 
  men were hired by Hjort to start a brawl, and seeing the 
  decoy drop his cover prompts them to initiate a melee. 
  Suddenly, seemingly from everywhere, chairs begin 
  to fly, mugs are smashed, punches are thrown, and 
  the room devolves into sweaty, blood-drenched chaos. 
  During combat, all but those with stat blocks below clear 
  the main room of the Horned Helm, opening the room 
  for melee. As a final note, curious PCs might notice that 
  the one-armed bartender avoids melee entirely, ducking 
  behind the bar to wait out the fight.
  Tier 1–2 (CR 3)
  Bar Brawlers (8) 
    
  Cr 1/4
  Human commoner 1
  CN Medium humanoid (human)
  init +0; Senses Perception –1
  defenSe
  aC 10, touch 10, flat-footed 10
  hp 9 each (1d6+3)
  fort +2, ref +0, Will –1
  OffenSe
  Speed 30 ft.
  melee unarmed strike +1 (1d3+1)
  ranged thrown chair +0 (1d4+1)
  taCtiCS
  Before Combat The brawlers are scattered about the room, 
  drinking and itching for a fight.
  during Combat The brawlers charge the nearest PC and start 
  throwing punches. Should a PC be out of immediate reach, 
  a brawler grabs a chair and hurls it at him.
  morale The brawlers are drunk, came here to fight, and don’t 
  fear pain; they fight until they’re beaten unconscious or 
  killed.
  StatiStiCS
  Str 13, dex 10, Con 14, int 8, Wis 9, Cha 11
  Base atk +0; CmB +1; Cmd 11
  feats Improved Unarmed Strike, Throw Anything
  Skills Intimidate +1, Knowledge (local) +0
  Languages Skald
  SpeCiaL
  The bar brawlers’ CR is reduced from CR 1/3 to CR 1/4 because 
  of their lack of gear.
  
  The Horned Helm
  1 square = 5 feet
  D = Hjort Decoy
  B = Brawlers
  B1 = Additional Brawlers 
  (Tier 1–2)
  T = Thugs 
  (Tier 1–2)
  P = Battle Priest 
  (Tier 4–5)
  GameMastery Flip-Mat: Tavern
  N
  D
  T
  T
  P
  B
  B
  B
  B
  B
  B1
  B1
  B1
  ShAdeS of ice, PArt i: Written in Blood
  11
  taCtiCS
  Before Combat The brawlers are scattered about the room, 
  drinking and itching for a fight.
  during Combat If the brawlers have time at the beginning 
  of combat or just before, they drink their potions of bull’s 
  strength (not figured into their stats). The brawlers then 
  charge the nearest PC and start throwing punches while 
  wielding their cestuses. Should a PC be out of immediate 
  reach, a brawler grabs a chair and hurls it at them.
  morale The brawlers are drunk, came here to fight, and don’t 
  fear pain; they fight until beaten unconscious or killed.
  StatiStiCS
  Str 14, dex 13, Con 17, int 10, Wis 8, Cha 12
  Base atk +2; CmB +4; Cmd 15
  feats Improved Initiative, Improved Unarmed Strike, Throw 
  Anything, Weapon Focus (cestus)
  Skills Intimidate +6, Knowledge (local) +2, Linguistics +1, 
  Sense Motive +0
  Languages Common, Skald
  Hjort’s thugs (2) 
    
  Cr 1/3
  hp 15 each (use the stats on page 5.)
  Tier 4–5 (CR 6)
  Bar Brawlers (5) 
    
  Cr 1
  Human fighter 2
  CN Medium humanoid (human)
  init +5; Senses Perception –1
  defenSe
  aC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 23 each (2d10+8)
  fort +6, ref +1, Will –1; +1 vs. fear
  defensive abilities bravery +1
  OffenSe
  Speed 30 ft.
  melee mwk cestus* +6 (1d4+2/19–20), unarmed strike +4 
  (1d3+2)
  ranged thrown chair +3 (1d6+2)
  
  PAthfinder Society ScenArio
  12
  Combat Gear potion of bull’s strength; Other Gear masterwork 
  studded leather, masterwork cestus
  * See the Pathfinder RPG Advanced Player’s Guide.
  Battle priest 
    
  Cr 1
  Male human cleric of Gorum 2
  CN Medium humanoid (human)
  init +1; Senses Perception +2
  defenSe
  aC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 17 (2d8+5)
  fort +3, ref +1, Will +5
  OffenSe
  Speed 20 ft.
  melee mwk greatsword +3 (2d6+1/19–20)
  Special attacks channel positive energy 6/day (DC 14, 1d6), 
  destructive smite (+1, 5/day)
  domain Spell-Like abilities (CL 2nd; concentration +4)
  5/day—battle rage (+1 damage)
  Cleric Spells prepared (CL 2nd; concentration +4)
  1st—bane, cause fear (DC 13), shield of faith (already cast), true 
  strikeD
  0 (at will)—bleed (DC 12), guidance, resistance, stabilize
  d Domain spell; domains Destruction, War
  taCtiCS
  Before Combat As soon as the PCs confront Hjort’s look-alike, 
  the cleric of Gorum quietly casts shield of faith amid the din 
  of the bar and readies to stand and shout at them.
  during Combat The cleric isn’t afraid of melee—he draws 
  his greatsword, casts bane, and charges into battle with 
  a bellowing roar. He uses true strike if he finds a PC to be 
  hard to hit, casts cause fear if he’s taking too much damage, 
  and channels positive energy to heal his companions, 
  excluding 3 of the PCs from the healing burst.
  morale The battle priest fights until beaten unconscious or 
  killed.
  StatiStiCS
  Str 13, dex 12, Con 10, int 8, Wis 14, Cha 17
  Base atk +1; CmB +2; Cmd 13
  feats Selective Channeling, Toughness
  Skills Heal +7, Knowledge (religion) +3, Linguistics +3
  Languages Common, Skald
  SQ aura
  Other Gear masterwork breastplate, masterwork greatsword, 
  wooden holy symbol
  Development: Since combat presumably interrupted 
  the Hjort look-alike’s confession, the PCs will likely 
  wish to continue questioning him once the combat ends. 
  The look-alike hides under his table during the melee, 
  blubbering and begging the PCs not to kill him. Once he 
  can be properly questioned, he tells the PCs that Hjort 
  plans to dress a team of thugs (including Runa White) as 
  Pathfinders and assault Trollheim’s armory. Hjort hopes 
  the assault (in combination with what he thinks are 
  village raids by Society agents) will trigger a mass purge 
  of the Pathfinder’s Society from the Land of the Linnorm 
  Kings, with every Society agent in the country hunted 
  down and slain. He then tells the PCs that Hjort and Runa 
  are at the armory as he speaks, gives them directions to it, 
  and then begs again not to be killed. If pressed about the 
  importance of the armory, the look-alike explains that 
  should Pathfinders challenge the castellan’s power by 
  destroying his weapons, not only will the castellan look 
  weak and likely be challenged and killed, but the Society 
  will bear the brunt of Darkwine’s lieutenant’s rage at the 
  assault. If the PCs waste time getting there, the Society 
  may never be allowed in Trollheim again.
  In truth, the Lands of the Linnorm Kings lacks a 
  unified government between the various city-states 
  that comprise it, and it is unlikely that the Pathfinder 
  Society would be banned from the entire region, even if 
  Hjort’s plan is successful in getting them banned from 
  Trollheim. A PC who succeeds on a DC 10 Knowledge 
  (local) check recognizes that Hjort’s plan is flawed, 
  but that even being exiled from Trollheim would be a 
  blow to the Society. And on a more immediate level, it 
  certainly wouldn’t help the PCs locate Skagni to deliver 
  the chest.
  Mission Notes: Andoran faction PCs have instructions to 
  find a one-armed Ulfen bartender in Trollheim—the man 
  they are looking for is the bartender in the Horned Helm. 
  Without being seen, Andoran faction PCs must approach 
  the man, whisper, “Even in the icy north, the eagle flies 
  free,” wait for the response, “The eagle soars above us 
  all,” and then hand the bartender the note with no non-
  Andoran faction PCs seeing the exchange. Doing so earns 
  members of the Andoran faction 1 Prestige Award.
  Rewards: If the PCs defeat the bar brawlers, reward 
  each tier thusly:
  Tier 1–2: 
  Give each player 30 gp.
  Tier 4–5: 
  Give each player 383 gp.
  aCt 4: trOLLHeim armOry
  When the PCs are ready to set off to face Hjort and Runa, 
  read the following aloud.
  The look-alike’s directions lead straight south across the 
  market to a blank, wooden structure straddling the line 
  between the market and a secured residential district. All 
  seems quiet, though a small group of guards are speaking to 
  one another quietly out front in Skald.
  
  Trollheim Armory
  1 square = 5 feet
  GameMastery Map Pack: Shops
  GameMastery Flip-Mat: City Streets
  4a
  4b
  Second Floor
  First Floor
  4d
  4c
  4c
  4c
  4c
  4c
  4c
  N
  ShAdeS of ice, PArt i: Written in Blood
  13
  
  PAthfinder Society ScenArio
  14
  When the PCs arrive, Hjort and his crew are already 
  inside, killing the armory’s soldiers and readying to 
  torch the place, though by all appearances, the building 
  is quiet and dark.
  4a. Entry (CR 3 or CR 6)
  Read the following as the PCs approach the Armory.
  Behind the group of guards, the front door to the armory is 
  made of a heavy, thick wood and is bound by iron. At several 
  points across the door, visible cracks and splintered wood 
  can be seen. The battered door stands slightly ajar, opening 
  inward to darkness.
  Creatures: The guards standing at the entrance 
  are members of Darkwine’s personal guard who were 
  summoned here when locals told them of a disturbance 
  earlier. Cheliax faction PCs automatically know these 
  guards work for Darkwine based on their distinctive 
  uniforms, and can use that information to shape the 
  encounter as they see fit. As the PCs arrive, they are 
  discussing plans to breach the armory and find out 
  what’s going on inside. They begin as hostile toward 
  the PCs, and immediately assume that the PCs are 
  involved in the disturbance. They can, however be 
  reasoned with, and with the appropriate Diplomacy 
  rolls, can be persuaded that whatever is going on inside 
  was instigated by someone other than the PCs, who are 
  here to stop it.
  Tier 1–2 (CR 3)
  darkwine’s Guards (4) 
  Cr 1/2
  hp 22 each (use the stats for the Boss Thug on page 5.)
  Tier 4–5 (CR 6)
  darkwine’s Guards (3) 
  Cr 3
  hp 29 each (use the stats for the Boss Thug on page 6.)
  Development: Should the PCs slay the guards, in the 
  absence of witnesses the act will be blamed on Hjort 
  and his crew, as they were the ones who started the 
  disturbance. Should the PCs avoid combat altogether, 
  the guards offer to remain outside and guard the 
  entrance, allowing the PCs to go in and explore. If this 
  is the result, when the PCs emerge from the armory 
  (hopefully successfully), the guards give them each a 
  reward commensurate with the rewards listed below for 
  defeating the guards.
  Mission Notes: Cheliax faction PCs can deliver Zarta 
  Dralneen’s message to these guards if they haven’t done 
  so already.
  Rewards: If the PCs defeat or reason with the guards, 
  reward each tier thusly:
  Tier 1–2: 
  Give each player 137 gp.
  Tier 4–5: 
  Give each player 314 gp.
  4b. Meeting Room (CR 3 or CR 6)
  A short hallway greets the PCs as they enter the armory. 
  Bits of shattered wood and iron are strewn across the 
  floor and disappear into darkness. Hjort and his crew 
  intentionally doused all of the lights, casting the armory 
  into total darkness (it has no windows on the ground 
  floor) so that the goblins they left behind could more 
  effectively watch the backs of the crew upstairs.
  Creatures: A small group of goblins waits here, hidden 
  out of sight in the room west of the main hallway. The 
  goblins wait until the PCs are inside the armory, and 
  then attack with a war cry of yipping, howling shrieks.
  Tier 1–2 (CR 3)
  Goblin Warriors (3) 
  Cr 1/3
  hp 6 (Pathfinder RPG Bestiary 156)
  Goblin dog 
  Cr 1
  hp 9 (Pathfinder RPG Bestiary 157)
  Tier 4–5 (CR 6)
  Goblin rogues (5) 
  Cr 1
  Goblin rogue 2 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +8; Senses darkvision 60 ft.; Perception +6
  defenSe
  aC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
  hp 16 each (2d8+4)
  fort +1, ref +7, Will +1
  defensive abilities evasion
  OffenSe
  Speed 30 ft.
  melee mwk short sword +4 (1d4+1/19–20)
  Special attacks sneak attack +1d6
  taCtiCS
  Before Combat The goblins hide in the dark, waiting for 
  someone to enter the entryway. Hearing the sounds of 
  talking (or combat) outside, they ready to attack once the 
  entire party has entered the room.
  during Combat The goblins fight without strategy, taking 
  advantage of flanks when they happen to have them, but 
  otherwise attacking the nearest target.
  morale The goblins lack the insight to know when they have 
  
  ShAdeS of ice, PArt i: Written in Blood
  15
  met their match, and fight to the death.
  StatiStiCS
  Str 12, dex 19, Con 13, int 10, Wis 12, Cha 6
  Base atk +1; CmB +1; Cmd 15
  feats Improved Initiative
  Skills Acrobatics +7, Bluff +3, Climb +4, Disable Device +7, 
  Escape Artist +7, Handle Animal +3, Perception +6, Ride +6, 
  Stealth +15; racial modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ rogue talents (finesse rogue), trapfinding +1
  Other Gear chain shirt, masterwork short sword
  Goblin druid 
  Cr 1
  Female goblin druid 2 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +7; Senses darkvision 60 ft.; Perception +7
  defenSe
  aC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size)
  hp 16 (2d8+4)
  fort +4, ref +3, Will +5
  OffenSe
  Speed 20 ft.
  melee sickle +3 (1d4+1)
  ranged sling +5 (1d3+1)
  Special attacks fire bolt (1d6+1 fire, 5/day)
  Cleric Spells prepared (CL 2nd; concentration +4)
  1st—burning hands (DC 13), cure light wounds, produce flame 
  (2)
  0 (at will)—flare (DC 12), guidance, purify food and drink, 
  resistance
  d Domain spell; domain Fire
  taCtiCS
  Before Combat The druid hides with the other goblins, 
  waiting for the full assault before she begins casting any 
  spells.
  during Combat On the first round of combat (or surprise 
  round if the goblins get the jump on the PCs), the druid 
  casts produce flame to sheath her hands in fire. She uses her 
  fire bolt domain power each round until she has exhausted 
  all daily uses, only fighting with her flaming hands if forced 
  into melee. If she feels particularly threatened, she casts 
  burning hands, targeting as many creatures as she can in the 
  burst, even fellow goblins.
  morale The druid is fanatical, spurred into a frenzy by her own 
  flames, and fighting to the death.
  StatiStiCS
  Str 12, dex 16, Con 13, int 10, Wis 15, Cha 6
  Base atk +1; CmB +1; Cmd 14
  feats Improved Initiative
  Skills Climb +3, Heal +7, Knowledge (nature) +6, Linguistics 
  +1, Perception +7, Ride +4, Stealth +8, Survival +4; racial 
  modifiers +4 Ride, +4 Stealth
  Languages Common, Druidic, Goblin
  SQ nature bond (Fire domain), nature sense, wild empathy +0, 
  woodland stride
  Gear masterwork hide armor, masterwork heavy wooden 
  shield, sickle, sling with 20 bullets
  Development: Once the battle is over and the PCs get a 
  look at their surroundings, they see that the room to the 
  west of the main hallway contains six bodies wearing the 
  same armor and livery as the guards out front. They’re all 
  dead, injured by both magical and mundane means, and 
  some of them appear to have recently been chewed on. At 
  this point, have the PCs make a DC 20 Perception check. 
  Success means a PC hears the scuff of a boot on the floor 
  above—someone is upstairs.
  Any captured and interrogated goblins say the same 
  thing: “Red hair hired us to kill anyone who came through 
  the door. Red hair and Vermund pay good, so we do what 
  they say. Also they let us eat whatever we kill. Good deal.”
  Rewards: If the PCs defeat the goblins, reward each tier 
  thusly:
  Tier 1–2: 
  Give each player 14 gp.
  Tier 4–5: 
  Give each player 198 gp.
  4c. Armories
  Most of the rooms on the second floor are armories 
  stocked with armor, weapons, shields, equipment, food, 
  supplies, and so on. The provisions and arms here could 
  stock a small army for a small period of time or maintain 
  the city’s defensive forces for an extended period. The loss 
  of these provisions could prove disastrous for Trollheim, 
  especially were the malicious forces of Irrisen to conduct 
  a prolonged or well-staged assault on the city
  As the PCs fought the goblins downstairs, Hjort and his 
  crew debated a course of action. The PCs’ presence meant 
  they were effectively stuck on the second floor, as trying 
  to fight through the PCs and then out the front door 
  seemed like suicide. When the PCs hear the boot scuffing 
  the floor above, Hjort and his crew are climbing out of 
  the southeastern window and down into the practice yard 
  adjacent to the armory.
  4d. Training Yard (CR 3 or CR 7)
  Read the following when the PCs enter the training yard.
  A small, frozen yard stands between rickety fences to the east 
  of the armory. Target dummies, both for melee and archery 
  training, stand at the far eastern end of the icy field.
  The yard is used for training year round, despite its 
  current icy conditions. Though the ground isn’t treated 
  
  PAthfinder Society ScenArio
  16
  as difficult terrain, it is quite slippery for anyone not 
  moving carefully. Anyone who attempts to take more 
  than a single move action during a round must succeed 
  on a DC 15 Acrobatics check to avoid falling prone. Hjort 
  and his crew know of the yard’s conditions and move 
  cautiously.
  Creatures: Hjort Fastaxe, Runa White, and their crew 
  (the evoker Lazar and the Varisian monk Gyuri) wait here 
  for the PCs. They stand in the open, about halfway back 
  in the yard, and once Hjort sees the PCs, he hurls insults 
  at them and prophecies their doom.
  Tier 1–2 (CR 3)
  Hjort fastaxe 
  Cr 1
  Male human barbarian 1
  CN Medium humanoid (human)
  init +2; Senses Perception +4
  defenSe
  aC 13, touch 10, flat-footed 11 (+3 armor, +2 dex, –2 rage)
  hp 17 (1d12+5)
  fort +6, ref +2, Will +2
  OffenSe
  Speed 40 ft.
  melee mwk handaxe +4 (1d6+4/×3), dagger +3 (1d4+4/19–20)
  Special attacks rage (6 rounds/day)
  taCtiCS
  Before Combat Hjort slings insults at the PCs, challenging 
  them to face him and pay for their crimes in his village. 
  Should the PCs deny any involvement, he spits in rage that 
  they’re liars and then charges, initiating combat.
  during Combat Hjort rages immediately and attacks the 
  nearest PC. Once that PC is down, he moves to the next, 
  and so on.
  morale Hjort fights to the death.
  Base Statistics When not raging, the barbarian’s statistics 
  are aC 15, touch 12, flat-footed 13; hp 15; mwk handaxe +2 
  (1d6+2/×3), dagger +1 (1d4+2/19–20); Str 15, Con 14; CmB +3, 
  Cmd 15; Climb +5
  StatiStiCS
  Str 19, dex 15, Con 18, int 12, Wis 10, Cha 8
  Base atk +1; CmB +5; Cmd 15
  feats Double Slice, Two-Weapon Fighting
  Skills Acrobatics +5, Climb +7, Handle Animal +3, Intimidate +3, 
  Knowledge (nature) +5, Perception +4
  Languages Common, Skald
  SQ fast movement
  Combat Gear potion of cure light wounds; Other Gear studded 
  leather, dagger, masterwork handaxe, 500 gp
  runa White 
  Cr 1/2
  Female human cleric of Asmodeus 1
  LE Medium humanoid (human)
  init –1; Senses Perception +2
  defenSe
  aC 13, touch 9, flat-footed 13 (+3 armor, –1 Dex, +1 shield)
  hp 10 (1d8+2)
  fort +3, ref –1, Will +4
  OffenSe
  Speed 30 ft.
  melee mwk light mace +1 (1d6)
  ranged javelin –1 (1d6)
  Special attacks channel negative energy 6/day (DC 15, 1d6)
  domain Spell-Like abilities (CL 1st; concentration +3)
  5/day—touch of evil (1 rounds)
  5/day—touch of law
  Cleric Spells prepared (CL 1st; concentration +3)
  1st—bane, cause fear (DC 13), protection from goodD
  0 (at will)—bleed (DC 12), guidance, light
  d Domain spell; domains Evil, Law
  taCtiCS
  Before Combat Runa stands quietly behind Hjort, happy to 
  see her plan coming to fruition.
  during Combat Runa starts combat with bane, trying to get 
  as many PCs in the area of effect as possible. After that, 
  she stays away from melee if possible, instead channeling 
  negative energy into the PCs as often as she can, using 
  Selective Channeling to exclude her compatriots. She uses 
  cause fear on the first PC to close with her in melee.
  morale Runa fights to the death.
  StatiStiCS
  Str 10, dex 8, Con 12, int 13, Wis 15, Cha 16
  Base atk +0; CmB +0; Cmd 9
  feats Improved Channel, Selective Channeling
  Skills Appraise +5, Bluff +4, Knowledge (religion) +5, Sense 
  Motive +6
  Languages Common, Skald
  SQ aura
  Combat Gear potion of endure elements; Other Gear studded 
  leather, light wooden shield, javelins (2), masterwork light 
  mace, 5 gp
  Lazar 
  Cr 1/2
  Male human evoker 1
  LN Medium humanoid (human)
  init +5; Senses Perception +4
  defenSe
  aC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 15 (1d6+9)
  fort +2, ref +1, Will +3
  OffenSe
  Speed 30 ft.
  melee quarterstaff –1 (1d6–1)
  ranged light crossbow +1 (1d8/19–20)
  Special attacks intense spells +1 damage
  arcane School Spell-Like abilities (CL 1st; concentration +4)
  
  ShAdeS of ice, PArt i: Written in Blood
  17
  6/day—force missile (1d4+1)
  evoker Spells prepared (CL 1st; concentration +4)
  1st—burning hands (DC 15), magic missile (2)
  0 (at will)—mage hand, prestidigitation, ray of frost, touch 
  of fatigue
  Opposition Schools Conjuration, Enchantment
  taCtiCS
  Before Combat Lazar casts mage armor from a scroll as soon 
  as Hjort begins slinging insults at the PCs.
  during Combat Lazar stays in the back, hitting the toughest 
  PCs with magic missile (first as spells with +1 damage from 
  intense spells and then from his wand). He casts burning 
  hands should any PCs close on him and resorts to force 
  missiles if out of other options.
  morale Lazar fights until reduced to below 3 hit points, at 
  which point he flees.
  Base Statistics When not under the effects of mage armor, 
  Lazar’s base statistics are aC 11, touch 11, flat-footed 10.
  StatiStiCS
  Str 8, dex 13, Con 14, int 17, Wis 12, Cha 10
  Base atk +0; CmB –1; Cmd 10
  feats Alertness, Improved Initiative, Spell Focus (evocation), 
  Toughness
  Skills Appraise +7, Bluff +1, Knowledge (arcana) +7, Perception 
  +4, Sense Motive +4, Spellcraft +7
  Languages Common, Elven, Goblin, Skald
  SQ arcane bond (toad)
  Combat Gear scroll of grease, scrolls of mage armor (2), scrolls 
  of sleep (2), wand of magic missile (15 charges); Other 
  Gear light crossbow with 10 bolts, quarterstaff, 
  spellbook (contains all 0-level spells, alarm, color spray, 
  floating disk, shield, and all prepared spells), 125 gp
  Gyuri 
  Cr 1/2
  Male half-elf monk 1
  LE Medium humanoid (elf, human)
  init +6; Senses low-light vision; Perception +4
  defenSe
  aC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
  hp 9 (1d8+1)
  fort +2, ref +4, Will +4; +2 vs. enchantments
  OffenSe
  Speed 30 ft.
  melee unarmed strike +2 (1d6+2), flurry of blows +1/+1 
  (1d6+2)
  ranged shuriken +2 (1d2+2)
  Special attacks flurry of blows, stunning fist (1/day, 
  DC 12)
  taCtiCS
  Before Combat Quiet and loyal, Gyuri waits to be told 
  to attack.
  during Combat Gyuri follows Hjort, attacking whomever 
  the big Ulfen does. He prefers to use flurry when he can, 
  but throws shuriken if no closer targets present themselves. 
  He saves stunning fist for any spellcasters he may get close 
  to. If it starts to look as though the tide is turning against 
  him and his companions, Gyuri draws and drinks his potion 
  of owl’s wisdom to boost his AC.
  morale Gyuri fights to the death.
  StatiStiCS
  Str 15, dex 14, Con 10, int 12, Wis 15, Cha 8
  Base atk +0; CmB +2; Cmd 17
  feats Dodge, Improved Initiative, Improved Unarmed Strike, 
  Skill Focus (Acrobatics), Stunning Fist
  Skills Acrobatics +9, Climb +6, Escape Artist +6, Knowledge 
  (religion) +5, Perception +4, Sense Motive +6, Stealth +6; 
  racial modifiers +2 Perception
  SQ elf blood
  Combat Gear potion of owl’s wisdom; Other Gear shuriken (20), 
  86 gp
  Hjort Fastaxe
  
  PAthfinder Society ScenArio
  18
  Tier 4–5 (CR 7)
  Hjort fastaxe 
  Cr 3
  Male human barbarian 4
  CN Medium humanoid (human)
  init +2; Senses Perception +7
  defenSe
  aC 14, touch 10, flat-footed 12 (+3 armor, +2 Dex, –2 rage,  
  +1 shield)
  hp 51 (4d12+20)
  fort +8, ref +3, Will +3
  defensive abilities uncanny dodge, trap sense +1
  OffenSe
  Speed 45 ft.
  melee mwk handaxe +8 (1d6+5/×3), dagger +7 (1d4+5/19–20)
  Special attacks rage (12 rounds/day), rage powers (guarded 
  stance [+1 dodge vs. melee], swift foot +5 feet)
  taCtiCS
  Before Combat Hjort slings insults at the PCs, challenging 
  them to face him and pay with their blood for their crimes 
  in his village. Should the PCs deny any involvement in the 
  attack, he spits in rage that they’re liars and then charges, 
  initiating combat.
  during Combat Hjort rages immediately and attacks the 
  nearest PC. Once that PC is down, he moves to the next 
  and so on.
  morale Hjort fights to the death.
  Base Statistics When not raging, the barbarian’s statistics 
  are aC 16, touch 12, flat-footed 14; hp 43; mwk handaxe +6 
  (1d6+3/×3), dagger +5 (1d4+3/19–20); Speed 40 ft.; Str 16, 
  Con 14; CmB 7, Cmd 19; Climb +9
  StatiStiCS
  Str 20, dex 15, Con 18, int 12, Wis 10, Cha 8
  Base atk +4; CmB +9; Cmd 19
  feats Double Slice, Two-Weapon Defense, Two-Weapon 
  Fighting
  Skills Acrobatics +8, Climb +11, Handle Animal +6, Intimidate +6, 
  Knowledge (nature) +8, Perception +7
  Languages Common, Skald
  SQ fast movement
  Combat Gear potion of cure light wounds; Other Gear studded 
  leather, masterwork handaxe, dagger, 2,500 gp
  runa White 
  Cr 3
  Female human cleric 4
  LE Medium humanoid (human)
  init –1; Senses Perception +6
  defenSe
  aC 13, touch 9, flat-footed 13 (+3 armor, –1 Dex, +1 shield)
  hp 29 (4d8+8)
  fort +5, ref +0, Will +7
  OffenSe
  Speed 30 ft.
  melee mwk light mace +4 (1d6)
  ranged javelin +2 (1d6)
  Special attacks channel negative energy 10/day (DC 19, 2d6)
  domain Spell-Like abilities (CL 4th; concentration +7)
  6/day—touch of evil (2 rounds)
  6/day—touch of law
  Cleric Spells prepared (CL 4th; concentration +7)
  2nd—align weapon (evil only)D, hold person (DC 15), silence, 
  sound burst (DC 15)
  1st—bane, cause fear (DC 14), command (DC 14), cure light 
  wounds, protection from goodD
  0 (at will)—bleed (DC 13), guidance, light
  d Domain spell; domains Evil, Law
  taCtiCS
  Before Combat Runa quickly drinks her potion of eagle’s 
  splendor once Hjort starts slinging insults.
  during Combat Runa starts combat by casting silence, trying 
  to catch as many PC spellcasters in the area of spell’s 
  effect as possible. After that, she stays away from melee 
  if possible, and instead channels negative energy into the 
  PCs as often as she can, using Selective Channeling to 
  exclude her compatriots. She casts hold person on the first 
  PC to close with her in melee and then casts cause fear on 
  the next.
  morale Runa fights to the death.
  Base Statistics When not under the effect of eagle’s splendor, 
  Runa has the following base statistics: channel negative 
  energy 8/day (DC 17); Cha 16; Bluff +7.
  StatiStiCS
  Str 10, dex 8, Con 12, int 13, Wis 16, Cha 20
  Base atk +3; CmB +3; Cmd 12
  feats Extra Channel, Improved Channel, Selective Channeling
  Skills Appraise +8, Bluff +9, Knowledge (religion) +5, 
  Perception +6, Sense Motive +10
  Languages Common, Skald
  SQ aura
  Combat Gear potion of cure moderate wounds, potion of eagle’s 
  splendor, potion of endure elements; Other Gear masterwork 
  studded leather, masterwork light wooden shield, javelins (2),  
  masterwork light mace
  Lazar 
  Cr 3
  Male human evoker 4
  LN Medium humanoid (human)
  init +5; Senses Perception +7
  defenSe
  aC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
  hp 35 (4d6+19)
  fort +3, ref +2, Will +5
  immune magic missile
  OffenSe
  Speed 30 ft.
  melee quarterstaff +1 (1d6–1)
  
  ShAdeS of ice, PArt i: Written in Blood
  19
  ranged light crossbow +3 (1d8/19–20)
  Special attacks intense spells +2 damage
  arcane School Spell-Like abilities (CL 4th; concentration +8)
  7/day—force missile (1d4+2)
  evoker Spells prepared (CL 4th; concentration +8)
  2nd—flaming sphere (DC 18), invisibility, scorching ray (2)
  1st—burning hands (DC 17), color spray (DC 15), magic 
  missile (2), shield
  0 (at will)—mage hand, prestidigitation, ray of frost, touch 
  of fatigue
  Opposition Schools Conjuration, Enchantment
  taCtiCS
  Before Combat Lazar cast mage armor from a scroll before 
  he and Hjort’s other companions raided the armory. As 
  soon as Hjort begins slinging insults at the PCs, Lazar 
  casts shield.
  during Combat Lazar stays in the back, hitting the toughest 
  PCs with scorching ray, magic missile, and flaming sphere to 
  capitalize on the +2 damage from intense spells. He then 
  switches to his wand of magic missile. He casts burning 
  hands and invisibility should any PCs close on him, and 
  moves back out of range and resorts to force missiles if out 
  of other options.
  morale Lazar fights until reduced to below 7 hit points, at 
  which point he flees.
  Base Statistics When not under the effects of mage armor 
  or shield, Lazar’s base statistics are aC 11, touch 11, flat-
  footed 10; lose immunity to magic missile.
  StatiStiCS
  Str 8, dex 13, Con 14, int 18, Wis 12, Cha 10
  Base atk +2; CmB +1; Cmd 12
  feats Alertness, Greater Spell Focus (evocation), Improved 
  Initiative, Spell Focus (evocation), Toughness
  Skills Appraise +11, Bluff +4, Fly +8, Knowledge (arcana) +11, 
  Perception +7, Sense Motive +7, Spellcraft +11
  Languages Common, Elven, Goblin, Orc, Skald
  SQ arcane bond (toad)
  Combat Gear scroll of grease, scroll of mage armor, scrolls of 
  sleep (2), wand of magic missile (15 charges); Other Gear 
  light crossbow with 10 bolts, quarterstaff, spellbook 
  (contains all 0-level spells, alarm, color spray, feather 
  fall, floating disk, identify, shield, spider climb, and all 
  prepared spells)
  Gyuri 
  Cr 3
  Male half-elf monk 4
  LE Medium humanoid (elf, human)
  init +6; Senses low-light vision; Perception +4
  defenSe
  aC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 monk,  
  +2 Wis)
  hp 29 (4d8+8)
  fort +4, ref +6, Will +6; +4 vs. enchantments
  defensive abilities evasion
  OffenSe
  Speed 40 ft.
  melee unarmed strike +6 (1d8+3) or flurry of blows +5/+5 
  (1d8+3)
  ranged shuriken +5 (1d2+3)
  Special attacks flurry of blows, stunning fist (4/day, DC 14)
  taCtiCS
  Before Combat Quiet and loyal, Gyuri waits to be told to 
  attack.
  during Combat Gyuri follows Hjort, attacking whomever the 
  big Ulfen does. He prefers to use flurry when he can, but 
  throws shuriken if no closer targets present themselves. 
  He saves stunning fist for any spellcasters he is able to get 
  close to. If it starts to look as though the tide is turning 
  against him and his companions, Gyuri draws and drinks 
  his potion of owl’s wisdom to boost his AC, then flings 
  himself back into melee.
  morale Gyuri fights to the death.
  StatiStiCS
  Str 16, dex 14, Con 10, int 12, Wis 15, Cha 8
  Base atk +3; CmB +7; Cmd 22
  feats Deflect Arrows, Dodge, Improved Initiative, Improved 
  Unarmed Strike, Skill Focus (Acrobatics), Stunning Fist, 
  Toughness
  Skills Acrobatics +12, Climb +10, Escape Artist +9, Knowledge 
  (religion) +8, Perception +4, Sense Motive +9, Stealth +9; 
  racial modifiers +2 Perception
  Languages Common, Elven, Varisian
  SQ elf blood, fast movement, ki pool (4 points, magic), 
  maneuver training, slow fall 20 ft., still mind
  Combat Gear potion of owl’s wisdom; Other Gear shuriken (20)
  Mission Notes: Both Andoran faction PCs and 
  Cheliax faction PCs should ensure that the Varisian 
  half-elf monk Gyuri dies, though they have completely 
  opposite reasons for doing so. Regardless of who 
  actually kills Gyuri, PCs from both the Andoran and 
  Cheliax factions earn 1 Prestige Award if he does not 
  survive the encounter. Qadira faction PCs should 
  acquire one of Runa White’s personal possessions 
  without being seen by their companions to earn 1 
  Prestige Award. Taldor faction PCs should strive to 
  keep the evoker Lazar alive and keep his identity as 
  a Taldan agent a secret; successfully doing so earns 
  them 1 Prestige Award.
  Rewards: If the PCs defeat Hjort, Runa, and their crew, 
  reward each tier thusly:
  Tier 1–2: 
  Give each player 240 gp.
  Tier 4–5: 
  Give each player 613 gp.
  
  PAthfinder Society ScenArio
  20
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–15:  
  Shades of Ice, Part I: Written in Blood
  COnCLuSiOn
  Once the PCs defeat Hjort and his crew, they can 
  interrogate Hjort and thus learn his desire for revenge 
  against the supposed Pathfinders who sacked his village, 
  and can question Runa to learn the true plot. Runa also 
  carries several damning documents that explain that the 
  entire plot to kidnap Skagni and use Hjort to tarnish 
  the Pathfinder Society’s reputation in the Lands of the 
  Linnorm Kings was organized by a Shadow Lodge agent 
  named Caggrigar and his man in Irrisen, the shadowy 
  Vermund. Runa also has one last clue for the PCs: 
  Rognvald Skagni is alive and a prisoner of the Shadow 
  Lodge in Irrisen. This should be sufficient to send the 
  PCs into the nation of witches to rescue Skagni and end 
  the Shadow Lodge presence there.
  Faction Missions
  Andoran Faction: Andoran faction PCs who ensure that Gyuri 
  dies in Act 4 earn 1 Prestige Award. Andoran faction PCs who 
  also secretly deliver the message to the one-armed bartender 
  in the Horned Helm earn 1 bonus Prestige Award.
  Cheliax Faction: Cheliax faction PCs who deliver 
  Zarta Dralneen’s message to Darkwine’s guards in Act 
  2 or Act 4 earn 1 Prestige Award. Cheliax faction PCs 
  who also ensure Gyuri’s death in Act 4 earn 1 bonus 
  Prestige Award.
  Osirion Faction: Osirion faction PCs who find a 
  perfect specimen of a dangerous plant called icegrass 
  in Act 2 earn 1 Prestige Award. Osirion faction PCs 
  who also acquire a rare tome called Discovering Arcadia: 
  the Glory of the Linnorm King Ulvass from the Linnorm 
  Spine bookstore in Trollheim during Act 2 earn 1 bonus 
  Prestige Award.
  Qadira Faction: Qadira faction PCs who establish three 
  new trade contacts in Trollheim’s markets in Act 2 earn 1 
  Prestige Award. Qadira faction PCs who also procure any 
  single possession of Runa White’s without being seen by 
  their companions earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who post the “Help 
  Wanted” notice in Trollheim’s markets earn 1 Prestige 
  Award. Taldor faction PCs who also manage to keep Lazar 
  alive and keep his identity as a Taldan spy a secret earn 1 
  bonus Prestige Award.
  
  ShAdeS of ice, PArt i: Written in Blood
  21
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the 
  Coast, Inc.
  System reference document. © 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Society Scenario 2–15: Shades of Ice, Part I: 
  Written in Blood.© 2011, Paizo Publishing, LLC; Author: 
  Joshua J. Frost.
  
  PAthfinder Society ScenArio
  22
  For the sum of 50 gol d crowns, you an d your mercenaries are 
  to watch Rognval d Sk agni’s residence on the e dge of town for 
  two months. Ignore looters or pet ty thieves—instea d watch for 
  Pathfin ders, an d if you see them, k ill them. Any in your crew who 
  can prove to me they dealt the k illing blow on those mur derous 
  demons earns a 100 gol d crown bonus.
   
   
   
   
   
   
   
   
   
  H jort Fastaxe
  Do as Hjort instructed, but do one thing more for me: 
  capture at least one Pathfinder, preferably an expedition 
  leader. Bring him or her to me separately, and I will 
  reward you an additional 100 gold crowns.
           Runa White
  Handout 2
  Handout 1
  Champion of Freedom,
  Your mission to the Lands of the Linnorm Kings is fortuitous, as we have two tasks we need accomplished 
  in that land of enslaved barbarians. First of all, a brutal Chelish agent named Gyuri, a twisted monk 
  from Varisia, is said to be in the employ of dark forces in the north. I ordered his execution a year ago 
  and thought it complete, but it seems he evaded us. Gyuri is a slaver, a murderer, and assassin for 
  Cheliax—you must find him and ensure he dies.
   
  Additionally, one of our loyal agents is in need of his next assignment. His cover is deep enough that 
  I know only that he lacks an arm and that he’s an Ulfen. Trollheim isn’t so large, so perhaps you’ll find him 
  for me. If you do, say to him, “Even in the icy north, the eagle flies free.” If he replies, “The eagle soars 
  above us all,” then he is our man, and you should deliver the enclosed sealed message. You must ensure 
  that your companions do not see this exchange—do whatever it takes.
   
  I await your safe return.
     
  For Andoran,
     
  Captain Colson Maldris
  Andoran Faction Handout
  
  ShAdeS of ice, PArt i: Written in Blood
  23
  Osirion Faction Handout
  Tender Flesh Puppet,
  Can you not feel my pouty lips as I sit here in Absalom, frowning and ordering my latest pet to 
  write you this missive? Once again you leave for a dreadful kingdom a long way from Absalom and 
  my whip. Though I may never recover from your absence, at least I can task you with an errand 
  or two while you roam the frozen north.
   
  As you’re headed to Trollheim, I have a message for that city’s castellan, Freyr Darkwine, 
  from House Thrune itself. Lacking an official position, you likely wouldn’t get within a mile of 
  Darkwine, so see if you can’t encourage his guards to deliver it for you. They wear dark livery 
  with a white-outlined bottle of wine on the breast. Also, find an outcast Varisian monk named 
  Gyuri in Trollheim. The vile traitor owes me a favor, and has withheld payment for too long. 
  See that he can never beg another favor ever again.
   
  In case you’re too dense to catch my subtle hint—kill him for me, my pet.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  My Whip Awaits,
  Hero of t he Ruby Prince,
  T hough t he recent polit ical disturbances in t he Ruby Prince’s great halls trouble all of us, we are confident t hat 
  your loyalty to t he pharaoh is strong and t hat you strive to complete your missions wit h t he best interests of all 
  Osirion in your heart.
  Your journey nort h is fortunate as I have need of a few t hings from Trollheim t hat I’ve not been able to acquire. 
  F irst, find a specimen of rare icegrass and return to me. T his potent plant is a key ingredient in several of my 
  recipes, and not having it is making my life difficult. Be sure not to eat t he icegrass or get it in an open wound or 
  in your eye. T he results are terrifying.
  L ast ly , t here is shop in Trollheim called t he L innorm Spine whose owner deals in rare and dangerous 
  books. T he shop apparent ly moves or is hidden well enough t hat t he rumors of its locat ion change often. F ind 
  t he L innorm Spine, and while you’re t here, acquire t heir copy of “Discovering Arcadia: t he G lory of t he 
  L innorm King U lvass.” T his is t he only known copy of t his text, which contains amazing tales of distant Arcadia. 
  T he book seller at t he L innorm Spine likely won’t part wit h t he tome easily—I do hope you bring bribe money 
  wit h you.
  F or Our Ancestors,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  PAthfinder Society ScenArio
  24
  Loyal Servant of the Satrap,
  Your unquestioned loyalty to our cause has made you a valuable asset in 
  both my eyes and the eyes of our people. As you travel Golarion and spread 
  our trade agreements, we grow in power and influence. In Trollheim, 
  things will be no different: find three new trade contacts for me among 
  the city’s dingy Viking markets. The markets are as dangerous as you’ve 
  heard—be cautious.
  My agents in the north lead me to believe you will soon either hear of or 
  encounter a woman named Runa White. She is a Shadow Lodge agent and 
  suspected of killing a number of our trade contacts in Whitethrone and 
  several towns in Ustalav. If you happen to find her, return some possession 
  of hers to me in secret—your companions cannot see this! Even if she’s 
  dead, an item from her person could give us a great deal of information on 
  her travels. I trust you’ll select the appropriate object.
  Sincerely,
  Pasha Muhlia Al-Jakri
  Exalted Champion of the Grand Prince,
  The great empire of Taldor once more has need of your abilities. As you 
  travel to the far north, take the enclosed message with you. It seems that 
  for some reason or other, that Castellan Darkwine in Trollheim is not fond of the idea of 
  his warriors joining our valiant Ulfen Guard here in Oppara. Post the enclosed message 
  somewhere public, say in the center of Trollheim, and try not to be seen doing it—this 
  message encourages the Ulfen warriors of Trollheim to ignore Darkwine and come to 
  Oppara, protect the emperor for a time, and leave wealthy beyond the dreams of Abadar. 
  If you’re caught posting it, you’ll likely be whipped or worse. Good luck!
  While you’re in Trollheim, be on the lookout for my man there—an evoker named Lazar. 
  I think he’s decided my late payments are bothersome enough to warrant him seeking 
  other employment, but his connection to the empire is still real and dangerous if the wrong 
  people were to discover it. Ensure that Lazar lives, that he continues to live, and ensure 
  that no one knows of his status as an agent of Taldor. Also: burn this letter.
  Qadira Faction Handout
  Taldor Faction Handout
  x
  For Taldor!
   Baron Jacquo Dalsine
  
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  Potion of owl’s wisdom (300 gp)
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  Potion of bull’s strength (300 gp)
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  Potion of eagle’s splendor (300 gp)
  1–2
  Scenario 2–15:  
  Shades of Ice, Part I: Written in Blood
   
  player name  
  a.K.a.
   
  Character name 
  pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLd
  Gold Spent
  Subtotal
  items Bought
  items Sold
  final pa total
  final Xp total
  preStiGe aWard
  eXperienCe
  Gp Gained (Gm OnLy)
  pa Gained (Gm OnLy)
  Start Gp
  Starting pa
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items found during this Scenario
  for Gm Only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  this Chronicle Certifies that
  GM’s
  Initial
  GM’s
  Initial
  Has Completed this Scenario.
  —
  tier
  tier
  items Sold / Conditions Gained
  items Bought / Conditions Cleared
  4–5
  Scenario Chronicle #
  TIER
  MAX GOLD
  tier
  tier
  tier
  1–2
  4–5
  500
  1,844
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-15 Shades of Ice-Part I Written in Blood .pdf