TEXT:    
  The Frozen Fingers
  oF MidnighT
  by Craig ShaCkleton
  
  2
  The Frozen Fingers oF MidnighT™
  Pathfinder SoCiety SCenario 04
  Design: Craig Shackleton
  Development: Joshua J. Frost, Nicolas Logue, and Sean K Reynolds
  Editing: Joshua J. Frost
  Art Director: Drew Pocza
  Interior Artist: Christophe Swall
  Cartographer: Rob Lazzarretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Director of Marketing: Joshua J. Frost
  Organized Play Coordinator: Nicolas Logue
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 04: The Frozen Fingers of Midnight is a Pathfinder Society Scenario designed for Tiers 1–2 (1st 
  and 2nd level characters) and 4–5 (4th and 5th level characters.) 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 3.5 edition of the world’s most popular fantasy roleplaying game.
  The OGL can be found on page 15 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade 
  dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 
  2000 Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing. 
  All Rights Reserved.
  
  3
  mention anything beyond his freezing curse—so any 
  Pathfinders sent to help will have an unexpected surprise 
  in the form of Bengeirr’s men lurking about the villa. 
  Skelg hopes that Adril sends those both wise and strong 
  as they’ll need to fight their way to him and then solve the 
  riddle of his terrible curse.
  Summary
  The PCs are dispatched by the Pathfinder Society to 
  aid Skelg, a fellow member of the organization who 
  is suffering from a terrible freezing curse. When they 
  reach the Ulfen warrior’s villa, they discover his guards 
  are replaced with warriors loyal to his mortal enemy 
  Bengeirr, under orders to prevent anyone from aiding 
  Skelg until he succumbs to the freezing curse. Once they 
  deal with Bengeirr’s lackeys and entreat with the slowly 
  freezing Skelg, the party learns that Haldyr holds the key 
  to his cure—the Beacon of the North. They must track the 
  vengeful Bengeirr to his warehouse hideout on the docks 
  and battle him for the frigid magical beacon. 
  Once this is done, they pass through a magical tapestry 
  in Skelg’s estate, transporting the party to the deck of 
  the frozen funerary ship. There they battle the undead 
  Haldyr and his slaves and entreat with Natalya, the only 
  one who knows how to break the freezing curse. If they 
  cannot convince her to aid them, Skelg is lost.
  Getting Started
  Read or paraphrase the following to get the adventure 
  underway:
  You have been called to the Grand Lodge of Absalom for a 
  briefing. Seated in a small chamber around a darkwood table, 
  various trophies gathered from across the face of Golarion 
  hang from the walls. A monkey-shaped mask with a serpent’s 
  tongue glares out from the center of one wall, a strange 
  Five weeks ago, Skelg the Ripper, a famed Ulfen warrior 
  from Irrisen and secret member of the Pathfinder Society, 
  raided the funeral ship of Haldyr Bjornsson, an Ulfen jarl 
  of Varisia. He rescued Haldyr’s wife, an ice witch named 
  Natalya who was about to be sacrificed on her husband’s 
  funeral pyre, and looted the ship. He left Natalya aboard 
  Haldyr’s ship to sail where she wished.
  Soon after, Skelg settled in Absalom to begin his service 
  to the Longaxes, a regiment of the Taldan emperor’s 
  royal guard. A week ago, Haldyr’s son Bengeirr brought 
  warriors to Absalom to avenge the pillaging of his 
  father’s ship and recover the stolen funeral items. When 
  Bengeirr’s men stormed Skelg’s villa in the Ivy District, 
  they unwittingly activated the Beacon of the North, a potent 
  magical treasure stolen from the funeral ship. The Beacon 
  caused the spread of a strange freezing curse to settle on 
  Skelg, and when the mighty warrior crumpled shaking to 
  the floor, his breath blowing in frosty vapors, Bengeirr 
  was pleased beyond measure. Rather than allow Skelg a 
  warrior’s death, he left the fallen man in his villa, under 
  watch of a few guards, to waste away and die abed—the 
  greatest shame an Ulfen warrior can fathom. 
  With the activation of the freezing curse, the ship 
  carrying Haldyr’s wife, adrift off the Varisian coast, 
  froze as well, a thin veneer of ice growing until the ship 
  became shrouded in a thick craggy iceberg. Natalya is 
  now trapped inside, a slave to her husband’s funerary 
  ship. The only means of ending the curse is to return the 
  Beacon of the North to the prow of Haldyr’s funeral ship, 
  and unless this is achieved, the Ulfen warrior and fellow 
  Pathfinders will freeze through to the bone and crumble 
  into shards of ice.
  With the aid of his manservant Tyros, Skelg smuggled a 
  cryptic letter to his long time friend and venture-captain, 
  Adril Hestram, seeking help from the Pathfinder Society. 
  Afraid his letter might be intercepted, he neglected to 
  The Frozen Fingers
  of Midnight
  by Craig ShaCkleton
  
  4
  Pathfinder Society Scenario
  halberd with gold rings piercing its thick blade and dragons 
  carved along its haft hangs opposite the monkey mask. You 
  are alone save your fellow Pathfinders, who apparently have 
  been called here for the same purpose.
  Allow the PCs a few minutes to describe and introduce 
  themselves, then continue:
  Finally, a huge man wearing creaking leathers marches into 
  the room. He looks at each of you, as if he were appraising a 
  handful of gemstones freshly pulled from the earth, and nods 
  curtly. Some of you know him as Adril Hestram, a longtime 
  Pathfinder and rumored to be the unwitting architect of the 
  famed Katapesh slave riot of 4702. Adril’s physique puts most 
  half-orcs to shame.
  “Welcome, friends. We have a serious problem. Skelg the 
  Ripper came to Absalom one month ago. Like many Ulfen 
  warriors he joined the Longaxes, the Taldan Emperor’s personal 
  guard whose duty it is to protect the embassy and Taldan 
  visitors. Skelg also dropped a hefty sum of gold to purchase a 
  manor in the Ivy district, something a Longaxe isn’t paid well 
  enough to do. It is widely assumed that he brought most of his 
  wealth with him from the north—a rumor I know to be true.
  “It seems that Skelg also brought a curse with him. In his 
  letter to me, he speaks of lying abed in this miserable summer 
  dying from the cold. Neither physician nor priest has been able 
  to cure his ailment, and there are no signs of disease or poison. 
  Of course, for such a man, there is no greater dishonor than to 
  die in bed instead of in battle.
  “Normally, the Pathfinder Society would monitor these 
  events and let the authorities deal with them. However, there 
  are three factors that have drawn our interest. First, Skelg is 
  himself a member of our Society and has asked for our help. 
  Second, he is a personal friend of mine, and finding a sparring 
  partner as worthy as Skelg to replace him would be a trying 
  task. Last, he claims that artifacts of great power are involved, 
  and that we may be able to recover them for the vaults of the 
  Grand Lodge.
  “We view this situation as having enough importance to 
  assign you to investigate it. Go to the home of Skelg the Ripper, 
  learn what you can, and do your best to help him. If you find an 
  item that is somehow connected to the curse, either retrieve it 
  or glean as much information as you can about it. 
  “I trust there are no questions?”
  Adril is a venture-captain of the Pathfinder Society. 
  He is a jovial man, with a winning smile that is almost 
  fearsome on a man as large as he, and he has a bizarre 
  sense of gallows humor. If the PCs have questions, he sighs 
  heavily, but does his best to answer. Answers to questions 
  the PCs may have are listed below, and worded with the 
  assumption that his attitude remains unfriendly.
  Where does Skelg live?
  “Try and keep up with local events if you want to get 
  anywhere in the Society. He lives in Greydog Manor, on 
  Parkview Street in the Ivy district.” 
  Note: this information can also be gained by a DC 25 
  Knowledge (local) check or a DC 15 Gather Information 
  check.
  How much do we get paid?
  “You are doing this on behalf of the Society—if you 
  truly seek monetary reward, talk to Skelg. You can 
  negotiate with him.”
  What caused the curse?
  “If I knew, I would have said. Go ask Skelg.”
  What means have been used to heal Skelg?
  “Skelg says he’s tried everything. If you want more than 
  that, ask him.”
  AcT 1: greydog MAnor
  Eventually, the PCs journey to Skelg’s home to investigate 
  further and entreat with the ailing Ulfen. When the 
  PCs arrive at Greydog manor, read or paraphrase the 
  following:
  Parkview Street is true to its name, running the entire length 
  of the Ivy District park. Standing like a tomb in a flower 
  garden, Greydog Manor is easy to find. Six-foot-high walls 
  surround the massive, stone building and an immense iron 
  gate flanked by granite statues of hunting dogs stands open, 
  offering access to the interior. Looking along the street, it is 
  clear that locals give the estate a wide berth. The stone walls 
  seem to give a slight chill to the air, which is not entirely 
  unpleasant on such a hot day.
  The manor has several windows that can be seen from 
  the street, but all have curtains drawn. If the PCs peer 
  over the top of the wall, they can see the Ulfen warriors 
  in the courtyard, but they may be spotted themselves in 
  return (Hide DC 13 to avoid detection).
  The PCs can sneak around to the side of the mansion 
  with a DC 13 Move Silently check. Climbing the walls 
  of the manor requires a DC 5 Climb check to reach the 
  second floor windows, which are not locked.
  The building itself is 40 feet by 40 feet, and the 
  courtyard at the front is the same size. The mansion 
  has only one entrance (accessed from the courtyard), 
  which is locked (DC 25 to open). The front gate can also 
  be locked and is guarded by two northlander warriors 
  loyal to Bengeirr, masquerading as a pair of Skelg’s men. 
  One of Bengeirr’s warriors posted here carries a key that 
  operates both locks. If the warriors spot the PCs sneaking 
  around the manor, they first give a warning to leave. If 
  their command is ignored, they attack.
  If the PCs enter the courtyard, read or paraphrase the 
  following:
  
  5
  The Frozen Fingers of Midnight
  TIER 4-5
  ULFEN WARRIORS (2)  
  CR 2
  Male human barbarian 2 
  CN medium humanoid 
  Init +2; Senses Listen +1, Spot +1
  DEFENSE
  AC 14, touch 10, flat-footed 12 
  (+4 armor, +2 Dex, -2 rage), Uncanny Dodge 
  hp 25 (2d12+5) 
  Fort +6, Ref +2, Will +3
  OFFENSE
  Spd 30 ft. 
  Melee greataxe +7 (1d12+6/x3)
  Special Attacks Rage
  TACTICS
  Before Combat The guards try to close the gate before starting 
  combat.
  During Combat The Ulfen warriors rage at their first opportunity. 
  They flank enemies whenever possible.
  Morale The Ulfen warriors fight fearlessly, preferring death to 
  cowardice.
  Base Statistics
  AC 16, touch 12, flat-footed 14 
  (+4 armor, +2 Dex), Uncanny Dodge
  hp 21 (2d12+5) 
  Fort +4, Will +1
  Melee Greataxe +5 (1d12+3/x3)
  Abilities Str 15, Con 12
  Grp +4
  Skills Jump +5, Swim +3
  STATISTICS
  Str 19, Dex 14, Con 16, Int 10, Wis 13, Cha 8
  Base Atk +2; Grp +6  
  Feats Toughness, Weapon Focus (greataxe) 
  Skills Jump +7, Survival +4, Swim +5
  Languages Common, Skald
  SQ fast movement, illiterate 
  Gear chain shirt, greataxe, key for Greydog Manor and gate (on 
  one of the guards)
  Development: If either of these warriors is taken alive, 
  they remain grimly tight-lipped unless a PC succeeds on 
  a DC 20 Intimidate, Bluff, or Diplomacy check. Success 
  on such a check causes the surviving warrior(s) to cough 
  up Bengeirr as the malefactor responsible for Skelg’s 
  condition. They also point the PCs in the direction of 
  Bengeirr’s warehouse.
  Skelg’s Story
  Skelg is easy to locate inside the mansion. He is in the 
  master bedroom on the upper floor. A single manservant 
  named Tyros cares for Skelg, staying with him in the 
  The courtyard is cool and shady compared to the street outside. 
  Dead leaves are scattered across the flagstones and the granite 
  steps where two Ulfen warriors stand. Each man wears a chain 
  shirt and a surcoat bearing the Taldan crest and carries the 
  traditional imperial guard long axe.
  The guards look at you sternly, and one of them speaks.
  “Skelg is ill. He wants no visitors.”
  These Ulfen warriors are actually rivals of Skelg the 
  Ripper. They killed his guards and disguised themselves 
  to keep people out so that Skelg dies a dishonorable death 
  in bed. Any PC making a DC 15 Knowledge (nobility and 
  royalty) or a DC 20 Spot check notices that the guards are 
  wearing their surcoats backward (they are not real guards, 
  and when putting on the surcoats they had no idea what 
  side faces front and which faces back.)
  The guards insist that Skelg wants no visitors. If the PCs 
  claim they are here to help Skelg, the guards say that he has 
  decided he would rather die in peace. If the PCs insist on 
  seeing Skelg or try to intimidate the guards, they pretend 
  to agree to take the PCs to Skelg. Instead they close and lock 
  the front gate and attack the PCs. The Ulfen warriors get a +2 
  circumstance bonus on Bluff checks due to their disguises.
  TIER 1-2
  ULFEN WARRIORS (2)  
   
  CR 1/2
  Male human warrior 1 
  CN medium humanoid 
  Init +2; Senses Listen +1, Spot +1
  DEFENSE
  AC 16, touch 12, flat-footed 14 
  (+4 armor, +2 Dex) 
  hp 9 (1d8+4)
  Fort +3, Ref +2, Will +1
  OFFENSE
  Spd 30 ft. 
  Melee Greataxe +3 (1d8+2/x3) 
  TACTICS
  Before Combat The guards try to close the gate before starting 
  combat.
  During Combat The Ulfen warriors flank their enemies whenever 
  possible.
  Morale The Ulfen warriors fight fearlessly, preferring death to 
  cowardice.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +1; Grp +3 
  Feats Toughness, Weapon Focus (greataxe) 
  Skills Jump +4, Survival +3, Swim +2 
  Languages Common, Skald
  Gear chain shirt, battleaxe, key for Greydog Manor and gate (on 
  one of the guards)
  
  6
  Pathfinder Society Scenario
  room the majority of the time. When the PCs enter the 
  room, read or paraphrase the following:
  You open the door to the master bedroom and are greeted 
  by a blast of heat. A roaring fire blazes in the fireplace even 
  though the day is swelteringly hot. A huge bearded man 
  shivers under his blankets, his bed pushed dangerously close 
  to the fire. A thin servant sits in the far corner by a window, 
  fanning himself with a handkerchief. The bearded man looks 
  at you and blinks a few times, then speaks through chattering 
  teeth. “Are y-you P-path-f-finders?”
  The Freezing “Curse”
  The curse that afflicts Skelg is not a curse in the traditional 
  sense, nor is it a disease or poison. A small magical portal 
  has been opened connecting Skelg to the far north, and 
  the cold from the portal is freezing his body. The heat 
  of Absalom slows down the rate at which the cold affects 
  him, but he is effectively suffering from extreme cold 
  (see Cold Dangers in the DMG, Chapter 8, for details.) 
  The temperature of the portal is cold enough that endure 
  elements is ineffective.
  The cold has injured Skelg badly and he is exhausted. 
  He cannot recover until the portal the Beacon of the North 
  opened inside him is closed. Each day his condition 
  worsens slightly, although he has staved off the worst of 
  the effects by staying near the fire. If Skelg is not “cured” 
  within five days, he dies from the cold and then rises as a 
  frozen zombie.
  The portal is a spell effect and can be detected with 
  detect magic (conjuration, caster level 20). Only protection 
  from cold and resist cold offer temporary relief of the 
  affliction, but even if he has these spells cast on him daily 
  he’ll still perish in five days. All other spells will have no 
  affect on his freezing ailment.
  Development: Tyros explains the situation, with 
  occasional interjections from Skelg. Tyros is reserved 
  and the PCs need to prompt him for information. He will 
  show them anything in the house that they wish to see. 
  Skelg is more forthcoming, but has difficulty speaking in 
  his current condition.
   A week ago, Skelg caught Bengeirr’s men in his 
  basement vault, mistaking them for common thieves. 
  One of the intruders had lit a lantern he found in the 
  vault that was actually the Beacon of the North, but Skelg 
  was unaware of its magical properties. When the light 
  from the lantern struck Skelg, he began to freeze. When 
  the light shone on a tapestry hanging on a wall in the 
  hallway outside of the vault, a shimmering doorway 
  appeared, frightening the intruders enough to flee 
  the manor. With Skelg in a weakened state from the 
  immediate effect of the cold, the thieves easily escaped 
  him and fled with the lantern and other valuables from 
  inside the vault.
  The tapestry in the hall now depicts an Ulfen longship 
  on a rolling sea, mostly encased in an iceberg (it was a 
  meadow scene with shepherd and flock before the lantern 
  shown on it.) Anyone examining the picture closely and 
  making a DC 15 Spot check notices that a large lantern 
  ring hangs from the mouth of the dragon figurehead, 
  but no lantern hangs there. 
  After Bengeirr’s raid, one of Skelg’s men named Tirfyr 
  walked into the portal on the tapestry to investigate. 
  He returned a moment later saying that it led to a ship 
  encased in ice. He went back to investigate further, but 
  after half an hour, the portal disappeared, trapping 
  poor Tirfyr in the frigged landscape. Skelg recognized 
  the ship in the tapestry as the funerary ship of his old 
  enemy, Haldyr. He believes Tirfyr traveled to the ship 
  and that the cure to his curse lies there.
  Two days ago, Bengeirr’s men returned with Bengeirr 
  himself and killed Skelg’s guards. Bengeirr spat on the 
  sickly Skelg, snarling, “Now you’ll die in bed like an old 
  woman.” He left his guards to prevent anyone from saving 
  Skelg and tossed the corpses of Skelg’s men into the vault 
  in the basement. Skelg, in his weakened state, was unable 
  to do anything to defend himself and hurriedly wrote 
  a cryptic letter to his friend Adril, hoping his sparing 
  partner would send help immediately. Then he had 
  timid Tyros smuggle the letter into the city.
  The items in Skelg’s vault came from his raid on the 
  funeral ship of the Ulfen jarl, Haldyr Bjornsson. Skelg 
  took the gold and silver lantern from the bow of the ship, 
  along with most of the funeral offerings. Natalya, a pale 
  Irrisen of unearthly beauty left on the ship to burn with 
  Haldyr, convinced him to give the ship to her. 
  If asked about his symptoms, Skelg quakes and utters: 
  “It is as if the frozen fingers of winter’s blackest midnight 
  clutch at my heart. I’m freezing from the inside out.” 
  If asked about compensation for their help, Skelg 
  is willing to hand the Beacon of the North over to the 
  Pathfinder Society as well as any unique or bizarre 
  magical items found beyond the tapestry. He seems 
  offended if the PCs push for more, as he’s under the 
  assumption they’re here for the Pathfinder Society and 
  should be aiding their brother out of loyalty and honor, 
  rather than greed.
  Mission Notes: Though Skelg is loyal to the Longaxes, an 
  Andoran Faction PC making a DC 20 Diplomacy check 
  can change his mind. If they remind him of his glory days 
  and talk up the excitement of the Pathfinder lifestyle, 
  give them a +5 on the check. If they fail to convince him 
  at this point, they can try again later once he’s reunited 
  with Natalya.
  
  7
  The Frozen Fingers of Midnight
  AcT 2: Bengeirr’s 
  WArehouse
  When the PCs reach the warehouse, read or paraphrase 
  the following:
  The warehouse across from The Rosy Fingers Tavern is built 
  right on the docks, part of it extending over the water. The 
  building is thirty feet tall with no visible windows. On the 
  landward side is a pair of large cargo doors with a smaller 
  door built into the right one. Piers run along either side of the 
  building and on the seaward side is a massive set of doors able 
  to accommodate a small ship.
  The street is busy, with several taverns among the 
  warehouses. Most of the warehouses have sentries in front 
  of them, and the ships at the docks are similarly guarded. A 
  northlander warrior with an axe resting in his lap sits on a small 
  pile of crates across from the warehouse, obviously keeping 
  watch on the main door.
  Though the various dock hands and privately contracted 
  guards in the area are only concerned about the ships 
  they’re paid to protect, attacking and killing the Ulfen 
  guard at W1 in broad daylight will immediately raise the 
  alarm among the normal populace in and around the 
  tavern. If a general alarm is raised (people shouting for 
  the watch and fleeing from the scene to summon them), 
  the PCs will have 1d4+4 minutes to finish their business 
  in the warehouse before the city watch arrives. If the PCs 
  attack the guard at W1 at night, there’s still a 50% chance 
  that someone will see them and raise the alarm, bringing 
  the night watch in 1d4+6 minutes. Any sort of commotion 
  outside will immediately alert the warriors inside the 
  warehouse and they will be ready when the PCs arrive.
  You may need to remind the PCs at this point that 
  they are adventuring in the most cosmopolitan city on 
  Golarion and simply slaying people in the streets can 
  have potential repercussions. If the watch arrives and 
  the PCs have not yet entered the warehouse, they may ask 
  the party at spear-point to march back to the local watch 
  office for questioning. How this affects the remainder of 
  the scenario is entirely up to you.
  The PCs can also gain access to the warehouse via 
  the water (by swimming under the locked boat doors 
  near W4) or by climbing on the roof and accessing the 
  skylights shown on the map in white above areas W2, W3, 
  and W4. The walls of the warehouse are 30 feet tall and 
  require a DC 10 Climb check to scale. The four skylights 
  are covered with oiled paper (to keep out rain) and steel 
  grates (hardness 10, HP 30, DC 20 Strength check to 
  break from frame). The warehouse doors are locked (DC 
  25 Open Lock to open). Bengeirr (see W3) and the Ulfen 
  guard out front (see W1) both have keys.
  Qadira Faction members might notice that Skelg 
  keeps the maps and journals of his travels on a shelf 
  near the door to his bedroom. Have them perform a 
  Spot Check DC 10 any time they’re in Skelg’s bedroom 
  to notice the documents.
  Cheliax Faction members can easily see that on the 
  dressing table next to Skelg’s bed rests his personal 
  grooming kit; Tyros and Skelg are too distracted to 
  notice or complain if a PC takes some hair from the 
  brush or comb.
  Investigation
  If the PCs were unable to question the warriors at 
  Greydog Manor, there are a few courses of investigation 
  that the PCs can pursue. The most direct is to simply look 
  for information on recent Ulfen visitors to Absalom. If 
  the PCs ask around Absalom about Ulfen visitors, they 
  can make a Gather Information check; they gain a +5 
  circumstance bonus to this check if they are specifically 
  gathering information near the docks. They can get the 
  following information depending on their roll.
  10+: You should ask around the docks.
  15+: The harbormaster probably has records of any 
  Ulfen ships that have docked recently.
  20+: Some northlanders recently rented a warehouse 
  at the docks from Tullo Baltias.
  25+: The warehouse is across from the The Rosy 
  Fingers Tavern, a tavern on the west docks
  If the PCs track down the harbormaster or Tullo 
  Baltias, they can be persuaded to reveal more 
  information. They start as indifferent, but if they can be 
  made helpful they will reveal what they know. Both NPCs 
  accept bribes, giving PCs a +5 bonus to any Diplomacy 
  checks to influence them for every 10 gp bribe they 
  receive. Attempting to bribe the harbormaster with less 
  than 10 gp actually causes a -1 penalty on the Diplomacy 
  check. Tullo Baltias is indifferent, will take the money 
  offered, but will only be willing to spill additional 
  information after the bribe reaches 10 gp.
  The harbormaster can tell the PCs that the 
  northlanders rented from Tullo Baltias, and Tullo can 
  give them the address of the warehouse. Both Tullo and 
  the harbormaster know that the northlander leader is 
  named Bengeirr Haldyrsson. 
  Rewards: If the guards in front of Greydog Manor are 
  defeated, reward each Tier thusly:
  Tier 1-2
  Give each player 18 gp.
  Tier 4-5
  Give each player 20 gp. 
  
  8
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  Pathfinder Society Scenario
  W1. Warehouse Guard
  One Ulfen warrior is stationed here. He rotates shifts 
  regularly with the warriors at W2. If he spots trouble, 
  he alerts Bengeirr and the other warriors inside the 
  warehouse. If the PCs try to intimidate or bluff their way 
  into the warehouse and fail, the warrior immediately 
  begins shouting to alert the men inside.
  ULFEN WARRIOR  
   
  CR 1/2
  (TIER 4-5: CR 2)
  hp 9 (TIER 4-5: hp 25); Use the Ulfen Warriors from Act 1.
  TACTICS
  Before Combat The warrior warns troublemakers to leave, and 
  alerts Bengeirr of any threats. He tries to avoid combat in the 
  streets.
  During Combat If attacked, he calls a warning to Bengeirr and 
  attempts to withdraw to the warehouse.
  Morale The Ulfen warrior fights to the death.
  STATISTICS
  Gear warehouse key
  W2. Warehouse Interior
  The warehouse is mostly empty, as it is not being used 
  for storage. A stairway leads up 20 feet to a loft (area W3) 
  and under the stairs are several bedrolls. A section of the 
  warehouse floor is open to the harbor, and a small ship is 
  docked there.
  Bengeirr spends most of his time in the loft, and two 
  Ulfen warriors relax down below. (Increase to five Ulfen 
  warriors for Tier 4-5). They immediately attack any 
  intruders and are prepared to do so if an alarm is raised 
  outside.
  ULFEN WARRIORS (2) 
   
  CR 1/2
  (TIER 4-5: 5 warriors, CR 2)
  hp 9 (TIER 4-5: hp 25); Use the Ulfen Warriors from Act 1.
  TACTICS
  Before Combat If alerted by the warrior in W1, the warriors 
  unlock and arrange themselves around the door and wait for 
  the PCs to enter.
  During Combat If attacked, he calls a warning to Bengeirr and 
  withdraws to the warehouse.
  Morale The Ulfen warriors fight to the death.
  BENGEIRR HALDYRSSON  
   
  CR 3
  Human male cleric 3 
  CN medium humanoid 
  Init -1; Senses Listen +2, Spot +2
  DEFENSE
  AC 16, touch 9, flat-footed 16 
  (half plate +7, Dex –1) 
  hp 26 (3d8+9) 
  Fort +4, Ref +0, Will +5
  OFFENSE
  Spd 20 ft.
  Melee mwk greatsword +4 (1d12+1/19-20)
  Tier 4-5: +1 greatsword +4 (1d12+2/19-20)
  Ranged Beacon of the North +1 ranged touch (special)
  Spells Prepared (CL 3rd)
   
  2nd – death knell (DC 14), sound burst (DC 14), spiritual weaponD
   
  1st – comprehend languages, endure elements, inflict light 
  woundsD, sanctuary (DC 13) 
   
  0 – detect magic, light (2), mending
  D: Domain spells Deity: Gorum Domains: Destruction, War 
  Special Attacks Smite: +4 to hit, +3 damage (1/day) 
  Special Actions Spontaneous casting (cure spells)
  TACTICS
  Before Combat Bengeirr positions himself by the Beacon of the 
  North at the first sign of trouble.
  During Combat On the first round, Bengeirr casts spiritual 
  weapon to attack the PC nearest the stairs. In subsequent 
  rounds, Bengeirr focuses the Beacon of the North on one new 
  PC every round from the balcony. If a PC reaches the balcony, 
  he leaves the Beacon and fights in melee, using his smite ability 
  
  9
  The Frozen Fingers of Midnight
  on his first attack. He reserves his spells to cure himself if 
  injured.
  Morale Bengeirr fights to the death.
  STATISTICS
  Str 13, Dex 8, Con 12, Int 10, Wis 14, Cha 15
  Base Atk +2; Grp +3 
  Feats Combat Casting, Toughness, Weapon Focus (greatsword) 
  [war domain], Weapon Proficiency (greatsword) [war domain]
  Skills Concentration + 6, Intimidate +5, Knowledge (religion) +5 
  Languages Common, Skald 
  SQ Aura of chaos
  Combat Gear Beacon of the North; Other Gear Masterwork 
  greatsword (Tier 4-5: +1 greatsword,) half plate, wooden holy 
  symbol of Gorum
  W3. Warehouse Loft
  This loft is set up as a small office, but there is also a cot 
  set up here for Bengeirr. The Beacon of the North currently 
  hangs on a chain from the ceiling. The goods stolen 
  from Skelg’s vault are stored here. There are carpets, 
  urns, sculptures, and other works of art, weighing a total 
  of 800 pounds and worth 3,000 gp. There is also a box 
  containing 2 potions of cure moderate wounds. Skelg wants 
  all of these items returned to him with the exception of 
  the potions, which he’ll gladly part with.
  W4. Ulfen Longship
  This ship is a simple one-level longship with benches for 
  rowers and a single mast. In the bottom of the ship are 
  seven bodies tightly wrapped in sailcloth. They are the 
  remains of warriors killed in the two raids on Greydog 
  Manor. A mundane lantern of similar size and design to 
  the Beacon of the North hangs from the prow of the ship. 
  (Tier 4-5: Tucked beneath one of the benches is a small, 
  ornately carved oaken chest inlaid with gold and precious 
  stones itself worth 1,700 gp. Inside the chest are five 
  potions of resist energy (cold) 30.)
  Rewards: If Bengeirr and his men are defeated and the 
  warehouse is properly searched, reward each Tier thusly:
  Tier 1-2
  Give each player 157 gp.
  Tier 4-5
  Give each player 956 gp. 
  AcT 3: The Frozen FunerAry 
  ship
  Far to the northwest, an iceberg drifts south along the 
  Varisian coast. Haldyr Bjornsson’s funeral ship is frozen 
  inside the iceberg. The connection with the Beacon of 
  the North has created a portal here that is similar to the 
  one afflicting Skelg. The ship itself radiates cold, which 
  created the iceberg that now entraps it. 
  BeACon oF The norTh
  Aura faint illusion; CL 3rd
  Slot none; Price 90,000 gp
  DESCRIPTION
  The Beacon of the North is a huge bullseye lantern designed 
  to be hung on the prow of a ship. To activate its powers 
  requires a special lamp oil that only the white witches of 
  Irrisen know how to create. It can hold enough oil to burn 
  for 8 hours, although it currently has only 2 hours of oil 
  remaining. When lit, the lantern burns with a cold light, and 
  if the burning oil is used as a weapon, it does cold damage 
  instead of fire damage.
  The lantern also opens portals under the right 
  circumstances. If hung on the prow of Haldyr Bjornsson’s 
  funeral ship (to which it is attuned) and lit, it opens a ship-
  sized portal to Whitethrone harbor in Irrisen. If the light is 
  focused on the main mast of the ship or on the tapestry 
  depicting the ship, a 5-foot-wide portal opens connecting 
  the tapestry to the ship’s main mast so creatures touching 
  one appear at the other. The portals remain open as long as 
  the lantern is lit, even if it no longer shines directly on the 
  portal. A portal appears as a shimmering blue-white patch of 
  light, and it is impossible to see what is on the other side.
  As a standard action, the wielder can focus the beam on a 
  single living creature, which creates a small portal from the 
  frozen north to the creature’s body (Will save DC 15 negates). 
  Cold energy leaks through this tiny portal, exposing the 
  creature to a permanent cold environment (see Cold Dangers 
  in the DMG, Chapter 8, for details.) If the Beacon is focused 
  on the creature for multiple rounds, the portal opens further. 
  A second failed save worsens the exposure to severe cold, and 
  a third failed save causes extreme cold. Regardless of the level 
  of cold, the portal only inflicts environmental damage once per 
  day plus once for every round the Beacon shines on the creature. 
  Any creature that dies from the environmental damage caused 
  by the Beacon rises the following midnight as a frozen zombie. 
  (See Act 3.)
  Creating a portal of any size consumes 10 minutes of oil.
  If the Beacon is used to open a ship-sized portal, all other 
  small portals created by it close immediately. If the Beacon of 
  the North is lit while separated from the ship it is attuned to, 
  the ship slowly turns and drifts in the direction of the Beacon 
  unless actively steered in another direction or moored in 
  place. This continues even after the Beacon is doused and 
  only ends when the two are reunited or a knowledgeable 
  spellcaster attunes the Beacon to a different ship.
  CONSTRUCTION
  Requirements Craft Wondrous Item, chill touch, teleport; 
  Cost 45,000 gp, 3,600 XP
  
  10
  Pathfinder Society Scenario
  The ship is not entirely abandoned, however. Haldyr 
  has risen as an undead monster and a handful of other 
  unfortunates now act as the ship’s zombie crew. Haldyr’s 
  wife, Natalya, still lives on the ship, and has used flaming 
  sphere to carve tunnels and caverns within the iceberg.
  The PCs can create a portal to the ship by shining the 
  Beacon of the North on the tapestry in Skelg’s basement. 
  When the PCs step through the portal, they appear in area 
  S1 of the iceberg. The entire iceberg is a cold environment 
  (see Cold Dangers in the DMG, Chapter 8, for details.) 
  Any living creature who dies from the cold while on the 
  iceberg rises as a frozen zombie the next midnight (see 
  area S3.) Areas with ice floors are slippery, and treated 
  as difficult terrain. Ice has 0 hardness and 3 hit points 
  per inch of thickness; ice takes normal damage from fire 
  attacks (not half). 
  S1. Arrival Portal
  Read or paraphrase the following text:
  As you step through the portal, you find yourself in a strange 
  ice-cave. Sunlight filters through the walls and ceiling, and 
  three braziers give some warmth to this otherwise chilly 
  space. Directly ahead of you, a tunnel leads through the ice, 
  sloping steeply downward. Behind you, a shimmering portal 
  hangs on what appears to be a main mast embedded in the 
  ice. Following the mast downward, you can barely make out 
  the blurry outline of a ship’s deck below.
  The tunnel leads to the stern of the ship (area S2.) 
  Anyone stepping through the portal is transported to the 
  portal in Skelg’s basement. This chamber is 20 feet above 
  the ship’s deck.
  S2. Ship’s Stern
  When the PCs make their way to 
  the deck, read or paraphrase the 
  following:
  The sloped tunnel is slippery, but after 
  a long curve it suddenly opens into 
  another cave at the rear deck of a ship. 
  More braziers keep the worst of the 
  cold at bay, but a wall of solid ice blocks 
  access to the foredeck. A large drum stands on the deck, and 
  behind it is a trapdoor leading into the hold.
  The drum is not magical, but a Profession (sailor) 
  check (DC 10) reveals that it is meant to keep time for 
  the oarsmen when rowing. If anyone plays a rhythm for 
  rowing on the drum (Perform DC 12), the zombies in S3 
  attempt to row the ship.
  S3. Below Decks
  When the PCs descend to the lower deck, read or 
  paraphrase the following:
  The smell of death and rot fills this lower deck, even with 
  the cold. It is darker down here without the sunlight filtering 
  through the ice, and no braziers burn. Shadowy movements 
  are visible in the darkness, accompanied by an eerie creaking 
  noise as though someone were still working the oars. A 
  figure moves toward you along the aisle between the rowing 
  benches. It appears to be a withered human wearing an Ulfen 
  burial mask.
  The figure in the darkness is the remains of Haldyr 
  Bjornsson, risen from the dead to seek vengeance for the 
  desecration of his funeral. Four zombies pull uselessly at 
  the frozen oars. Tirfyr is one of the zombies, and a second 
  
  11
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  The Frozen Fingers of Midnight
  is a former companion of Skelg’s who was slain by an arrow 
  when he and Skelg raided the funeral ship. The others were 
  once members of Haldyr’s honor guard.
  Haldyr and the zombies attack anyone other than 
  Natalya, unless the zombies are compelled to row by the 
  drum in S2, in which case Haldyr attacks alone.
  Haldyr and the zombies are infused with the cold of 
  the ship. Haldyr’s paralysis (or energy drain) manifests 
  as cold, and the frozen zombies can freeze with their icy 
  touch instead of simply slamming their enemies with 
  their fists.
  Haldyr’s burial mask is made of silver and gold, and is 
  imbued with a permanent desecrate effect (faint evocation, 
  CL 3rd, Craft Wondrous Item, desecrate; Price 6,000 gp.) 
  The Pathfinder Society would be interested in such an 
  item. Given that its imbued with an evil spell, remind 
  any good aligned PCs that keeping or wearing it could be 
  dangerous—its probably best to just turn the object over 
  to the Pathfinders at the Grand Lodge in Absalom and let 
  them investigate and study the item.
  At the front of the ship, a second ladder leads up to the 
  foredeck (area S4.) Natalya maintains an alarm on the 
  front half of the ship; any PC moving past the ship’s mast 
  triggers a silent warning to her.
  TIER 1-2
  HALDYR BJORNSSON  
   
  CR 1
  hp 13; Ghoul, MM 118
  Resist Cold 5
  FROZEN ZOMBIES (4)  
   
  CR 1/2
  hp 16; Human Commoner Zombies, MM 266
  Melee Icy touch +2 touch (1d6 cold) or 
  Slam +2 (1d6+1)
  Note: Replace DR 5/Slashing with Cold Resistance 5
  TIER 4-5
  HALDYR BJORNSSON  
   
  CR 3
  hp 26; Wight, MM 255
  Resist Cold 5
  FROZEN ZOMBIES (6)  
   
  CR 1/2
  hp 16; Human Commoner Zombies, MM 267
  Melee Icy touch +2 touch (1d6 cold) or 
  Slam +2 (1d6+1)
  Note: Replace DR 5/Slashing with Cold Resistance 5
  S4. Natalya’s Sanctum
  When the PCs enter this area, read or paraphrase the 
  following:
  You climb up the ladder to the deck of the ship. The soft glow 
  of sunlight again penetrates into this ice cave, and several 
  braziers burn near the walls. A beautiful woman stands next 
  to a simple chair, facing you. Other furniture in the chamber 
  suggests that this is her private quarters. The woman looks 
  you over as though judging a draft animal, and asks, “Have 
  you come to work the oars? I am in need of more rowers.”
  The woman is Natalya Yagevna, the widow of Haldyr 
  Bjornsson. She is from a minor aristocratic family in 
  Irrisen and an ice witch of minor power. She was given in 
  marriage to Haldyr as a political strategy. When Haldyr 
  died shortly after, Natalya was to have been sacrificed on 
  his funeral ship. Skelg the Ripper interrupted the funeral 
  and they sailed the ship safely away.
  Natalya has little control over the ship and really 
  doesn’t even fully understand the magic at work here. 
  She stayed with the ship because she felt she has nowhere 
  else to go, but now she is trapped by it, frozen into the 
  vessel’s interior. She does not admit her ignorance to the 
  
  12
  Pathfinder Society Scenario
  PCs, and maintains an air of calm superiority. The ship 
  is truly hers; it was part of her dowry, and was originally 
  crafted by the ice witches of Irrisen, as was the Beacon of 
  the North.
  TIER 1-2
  NATALYA YAGEVNA  
   
  CR 5
  Human female sorcerer 5 
  LE medium humanoid 
  Init +2; Senses Listen +3, Spot +3 
  DEFENSE
  AC 17, touch 13, flat-footed 15 
  (+4 mage armor, +2 Dex, +1 ring) 
  hp 27 (5d4+3, +10 false life) 
  Fort +3, Ref +3, Will +5
  OFFENSE
  Spd 30 ft.
  Melee mwk spear +2 (1d6-1/x3)
  Spells Known (CL 5th)
  2nd (5/day, 4 remaining today) – false life*, flaming sphere (DC 
  15)
  1st (7/day, 4 remaining today) – alarm*, endure elements*, mage 
  armor*, magic missile
  0 (6/day) – daze (DC 13), detect magic, light, prestidigitation, ray 
  of frost, read magic
  *indicates a spell already cast
  Special Abilities Combat Casting
  TACTICS
  Before Combat Natalya maintains an alarm (already cast) on the 
  front half of the ship, so she is normally aware of intruders. 
  She casts mage armor, endure elements, and false life every day 
  (already cast), renewing them if they expire. Natalya negotiates 
  with the PCs if possible.
  During Combat On the first round, Natalya casts flaming sphere, 
  which she directs against the nearest attacker each round. 
  After that, she uses magic missile against the greatest threat 
  to her. If her flaming sphere expires, she casts it again. If she 
  loses her bonus hit points from false life, she casts it again. If 
  she disables a PC, she threatens to kill him if the others do not 
  accept her terms.
  Morale If the PCs are getting the better of Natalya, she tries to 
  negotiate with them.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 16
  Base Atk +2; Grp +1 
  Feats Alertness, Combat Casting, Toughness
  Skills Bluff +11, Concentration +8, Diplomacy +5, Intimidate +5, 
  Knowledge (arcana) +9, Listen +3, Spellcraft +11, Spot +3
  Languages Common, Skald
  Gear masterwork spear, ring of protection +1, ring of sustenance 
  Rat Familiar: Natalya has a rat familiar named Haldyr, who hides 
  under the deck of the ship during combat.
  TIER 4-5
  NATALYA YAGEVNA  
   
  CR 7 
  Human female sorcerer 7 
  LE medium humanoid 
  Init +2; Senses Listen +3, Spot +3 
  DEFENSE
  AC 17, touch 13, flat-footed 15 
  (+4 mage armor, +2 dex, +1 ring) 
  hp 34 (7d4+3, +12 false life) 
  DR 10/magic vs. ranged weapons
  Fort +4, Ref +4, Will +6
  OFFENSE
  Spd 30 ft.
  Melee mwk spear +3 (1d8-1/x3)
  Spells Known (CL 5th)
  3rd (5/day) – fly, vampiric touch
  2nd (7/day, 5 remaining today) – false life*, flaming sphere (DC 
  15), protection from arrows*
  1st (7/day, 4 remaining today) – alarm*, color spray (DC 14), 
  endure elements*, mage armor*, magic missile
  0 (6/day) – daze (DC 13), detect magic, light, mending, 
  prestidigitation, ray of frost, read magic
  Special Abilities Combat Casting, Combat Reflexes
  TACTICS
  Before Combat Natalya maintains an alarm (already cast) on the 
  front half of the ship, so she is normally aware of intruders. She 
  casts mage armor, endure elements, false life, and protection from 
  arrows every day (already cast), renewing them if they expire. 
  Natalya negotiates with the PCs if possible.
  During Combat Natalya casts color spray on the first round of 
  combat, followed by flaming sphere, which she directs against 
  the nearest attacker each round. After that, she uses magic 
  missile against the greatest threat to her. If her flaming sphere 
  expires, she casts it again. If she loses her bonus hit points 
  from false life, she casts it again. If she disables a PC, she 
  threatens to kill him if the others do not accept her terms.
  Morale If the PCs are getting the better of Natalya, she tries to 
  negotiate with them.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 16
  Base Atk +3; Grp +2 
  Feats Alertness, Combat Casting, Combat Reflexes, Toughness
  Skills Bluff +13, Concentration +10, Diplomacy +5, Intimidate +5, 
  Knowledge (arcana) +11, Listen +3, Spellcraft +13, Spot +3
  Languages Common, Skald
  Other Gear masterwork spear, ring of protection +1, ring of 
  sustenance 
  Rat Familiar: Natalya has a rat familiar named Haldyr, who hides 
  under the deck of the ship during combat.
  Development: Natalya has three goals: she seeks 
  companionship, she wants to regain the Beacon of the 
  
  13
  The Frozen Fingers of Midnight
  North, and she wants to return to Irrisen. Her attitude 
  toward the PCs starts as unfriendly and she does not 
  agree to any deal that does not give her all three things. If 
  her attitude can be shifted to friendly, she settles for two 
  of her three goals, and if she becomes helpful she accepts 
  one. If she becomes hostile, she attacks immediately. 
  Natalya’s ideal choice of companionship is Skelg 
  the Ripper, her savior and by the complex laws of the 
  north, her captor and lord. If the PCs return to Greydog 
  Manor, they can convince him to join Natalya with a DC 
  15 Diplomacy check. (See the Andoran Faction’s mission 
  below.) If the PCs give her the Beacon of the North, her 
  attitude immediately becomes friendly. In exchange for 
  the Beacon, Natalya is willing to reveal how to break the 
  “curse” on Skelg and to help them break it and also offers 
  the chest beneath her bed to the PCs as thanks for freeing 
  her from her icy prison. If Natalya defeats the PCs in 
  combat, she leaves them unconscious in the hold until 
  they freeze to death.
  The figurehead of the ship is frozen behind seven feet 
  of ice. If Natalya is helping, she melts the ice with flaming 
  sphere. If the PCs hang the Beacon in the figurehead’s 
  mouth and light it, a portal opens in front of the ship, 
  and all other portals close (ending the “curse”). The new 
  portal leads to Whitethrone harbor in Irrisen. If Natalya is 
  alive, she opens another portal to the tapestry in Greydog 
  Manor for the PCs before sailing through.
  A chest beneath Natalya’s bed contains her personal 
  wealth: 1,000 gp worth of Irrisen trade bars.
  Rewards: If all of the undead on the iceberg ship are 
  defeated, reward each Tier thusly:
  Tier 1-2
  Give each player 292 gp.
  Tier 4-5
  Give each player 292 gp.
  Special Reward Note: If the PCs fight and defeat Natalya, 
  reward them an additional 357 gp for each Tier. Killing 
  Natalya, however, can seriously impact the end of this 
  scenario. It is up to you to decide how it resolves. This 
  additional 357 gp is not reflected in the “max gold” boxes 
  on the chronicle sheet at the end of this scenario.
  Conclusion
  There are several possible conclusions to the adventure. 
  The Pathfinder Society is satisfied if the PCs’ save Skelg or 
  acquire the Beacon of the North. If Skelg is left with Natalya 
  and the Beacon, they are happy that the Beacon is at least 
  still in the hands of a Pathfinder, but their preferred 
  outcome is to both save Skelg and recover the lantern.
  Faction Missions
  Andoran Faction: PCs from the Andoran Faction who 
  convince Skelg to leave the Longaxes earn 1 Prestige Award. 
  The easiest way to achieve this is to convince him to go with 
  Natalya at the end of the scenario; though convincing him 
  to rejoin the Pathfinders also accomplishes this.
  Cheliax Faction: PCs from the Cheliax Faction who 
  steal a personal item, lock of hair, etc. from Skelg earn 1 
  Prestige Award. 
  Osirion Faction: PCs from the Osirion Faction who 
  acquire a sample of oil from the Beacon of the North gain 1 
  Prestige Award. 
  Qadira Faction: PCs from the Qadira Faction who get 
  copies of any maps, logs, or journals of Skelg’s travels 
  earn 1 Prestige Award. 
  Taldor Faction: PCs from the Taldor Faction who aid in 
  making an embarrassing public display of Bengeirr being 
  punished for harming Skelg earn 1 Prestige Award. Killing 
  him also counts as an embarrassing public display.
  
  14
  Pathfinder Society Scenario
  Taldor Faction Handout
  Agent of the Empire,
  Your rarified services are once again required. I shall not bore you with obfuscation or frivolity. 
  There is a foul-smelling barbarian in Absalom by the name of Skelg the Ripper. Stinking brute though he be, he is of 
  extreme use to our glorious empire. Skelg the Ripper is a member of the Longaxes, our emperor’s royal bodyguards, and he is 
  an important symbol of Taldor’s presence in Absalom. Some strange sickness has befallen the Ulfen warrior. Every day he lies 
  abed besmirches Taldor’s honor. Whoever has caused this sickness to befall him must be punished in an embarrassing, public 
  manner in order to restore honor to the Longaxes and, in turn, restore honor to Taldor. Try not to kill the fool as we want his 
  open shame to weaken the will of our enemies. However, if he were to suffer some horrible tragedy before you were able to drag 
  him before the people of Absalom and shame him, we would be disappointed, but not altogether unpleased.
   
  My Sincere Gratitude,
  Baron Jacquo Dalsine  
  Cheliax Faction Handout
  Her Majestrix’s Most Loyal Servant,
  Darkness and fire embrace you. It is with most exquisite pleasure that I write this letter. A truly sensuous opportunity has 
  befallen the empire. 
  Your coming assignment for that little boys’ club you belong to involves an Ulfen barbarian named Skelg the Ripper. Skelg 
  is a bodyguard to many important Taldan emissaries, and is frequently present at important meetings. Asmodeus’s eyes must 
  be everywhere for us to conquer the face of our world. You must try to steal some personal item of Skelg’s, such as a lock of his 
  hair, so it can be used to scry on him and the people he guards. This way we can learn many Taldan secrets, not to mention the 
  other delicious details this might supply. I love to watch.  You can watch with me if you like. I’ll mull us some wine and prepare 
  my chamber for the both of us.
  Achingly Yours,
  Paracountess Zarta Dralneen
  Osirion Faction Handout
  Honored Subject of the Ruby Prince,
  A thousand blessings upon your ancestors—once more, our austere nation has need of your rarified services.
  Your coming assignment involves an Ulfen man named Skelg the Ripper. Whispers reach my ears that he is befallen by some 
  powerful magical curse, which he claims is connected with a magical lantern. If this lantern is powered by oil, acquire no more 
  than a vial full of this oil and return it to me immediately. Do not attempt to steal the lantern from Skelg or the Society or you 
  will compromise our position. Bring me this sample and you will be blessed by our ancestors.
   
  In All Sincerity, 
  Amenopheus, The Sapphire Sage
  
  15
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 04: The Frozen Fingers of Midnight. Copyright 2008, Paizo Publishing, LLC; Author: Craig Shackleton.
  Andoran Faction Handout
  Fellow Free Citizen,
  Warm greetings on this cold Desnu morn. This city’s chill and squalor does not agree with me, and each day I see the Council 
  bow to slavers and oppressors, my heart sickens. We must do better, we can do better. It all begins with you, my friend.
  There is a man in Absalom, an Ulfen warrior by the name of Skelg the Ripper. Skelg is a member of the Taldan Longaxes, and 
  is a symbol of Imperial Taldor, but he is also a sometime member of the Pathfinder Society and a free individual. You must try 
  to convince Skelg to turn his back on Taldor and embrace freedom with all his heart. If he throws off the shackling auspices of 
  that decadent empire of slaves and fools, it will be a great victory for Andoran. Do not harm or threaten him in your efforts to 
  achieve this, however, as true liberation can only be undertaken willingly.
  Glory to you in your vital mission, and freedom to all.
  Sincerely,
  Captain Colson Maldris
  Qadiran Faction Handout
  Servant of the Satrap,
  It can truly be said that no arm reaches farther than ours. Our ships sail nearly every sea and our sails dot the harbor of 
  almost every city in the known world. We are an empire built on the gold of a thousand nations, unconquerable and vast. And 
  yet, so many nations still lie beyond our reach, like ripe fruit sagging on the highest branches of a tree, mocking us with their 
  sweetness. Your mission is a simple one. The man you have been sent to cure, Skelg the Ripper, once traveled vast swaths of 
  uncharted lands far across the Arcadian Ocean. He must have kept maps or journals of his travels. Find these items and return 
  them to me. Doing so will strengthen the Satrap’s opinion of you and may gain you future wealth beyond your dreams. 
  Kind Regards,
  Pasha Muhlia Al-Jakri
  
  1-2
  4-5
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  4-5
  467
  1,268
     
  scenario 04: The frozen fingers
  of midnight
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Scenario Chronicle #
  Sub Total
  GOLD
  Gold Spent
  Sub Total
  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
  TIER
  MAX GOLD
  Sub Total
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  TIER
  Potion of cure moderate wounds (Cost: 300 gp)
  The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from 
  her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention 
  the Yagevna family and how you assisted them.
  Potion of resist energy (cold) 30 (Cost: 1,100 gp)
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 00/Scenario 1-04 Frozen Fingers of Midnight.pdf