Pathfinder Society Scenario #4: The Frozen Fingers of Midnight (OGL) PDF (based on
16
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
Written by Craig Shackleton
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.
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(GMed)
A lot depends on the way a GM connects individual parts of the adventure. The atmosphere of each encounter can be really interresting for PCs and the middle encounter was a lot of fun because players got to plan their actions and then execute (more or less) succesfully.
The end itself was a bit weird (I didn't quite get the end NPC) but it worked out OK.
Post monster ate my post. (Whenever that happens here I curse the gods and promise myself I won't ever try to post again. It doesn't last long, though, and Craig deserves the review.)
I give it 4 stars for the module (good mix of combat/RP, good pace, interesting locales), 4 stars for our GM (would've been 5 stars but he was a little late, and needed to build some NPCs; it worked out because I helped some new MapTool users in parallel), and 5 stars for our platform (MapTool and Vent worked great, although Windows did have a technical glitch for our GM).
The module was combat, RP, RP, combat/stealth, RP, combat, RP. We did the "stealth" thing when a frontal assault would probably have been just as effective. But we were a bunch of newbies (bard1, rog1, monk1, wiz2, wiz4) and without a cleric or meatshield we were trying to be careful. :)
As you can see though, a good mix in the module of combat and RP. We picked up on a couple of things that smoothed the way for us, and the GM did a great job of keeping things moving as well.
It's certainly worth the $4, although I don't know if the graphics were easily used in MapTool or whether some work was required on the GM's part.
(Disclaimer: I'm the site admin for RPTools.net and a part-time code contributor to MapTool.)
This adventure kicks off as a down-to-earth mystery and degrades into a strange, very high-fantasy-style mini-delve that seems strangely inappropriate for low levels. My players had glaring "WTFs" floating above their heads halfway through and were really stoked when they entered the mini-dungeon. Only to easily slaughter everything in their way. The opportunities were there, but it feels like this one would have been better off as three or four scenarios, gradually building up the suspense and the mystery. the solution is anti-climatic and simple.
Not bad, but...strange.
We ran this adventure with a group of experienced players, and it lasted under 3 hours. The difficulty of this adventure was weak.
Without spoiling the adventure, I can say that the first encounter lasted about 15 minutes with roleplaying and less than 5 minutes or 2 rounds of combat.
The later encounters were also destroyed in horrific fashion due the party having an ample number of fighters and clerics. This was after two of their number suffered the wrath of the lantern, and they soldiered on just fine.
We finished the adventure so quicky that we played another adventure, which thankfully someone had prepared. I recommend that you have the same option available, unless you force your players to have an exceedingly pointless roleplaying session to extend the game.
My rating is 3 stars for combat, 3 stars for ease of play, and 1 star for interest. It was a great disappointment after The Silent Tide.
I have both played and GMed The Frozen fingers now and I still believe this is a solid adventure, easily one of the best from season 0. While not as exciting and well put together as Mists of Mwangi or Silent Tide, this module really plays well for a new group of Pathfinders and even with the conversion required to bring it up to the Pathfinder RPG rules, I believe the time and effort is worth it.
It's a fine introduction to Absalom, which is good for society play, and the encounters are nicely varied between non-combat roleplay opportunities and combat encounters. Outside of a few minor errors here and there which might make things confusing, it's overall well written and fun.
Be wary of your group though; a group which is far more interested in plowing through everything in their way might be in for a nasty surprise at the end which would be better handled by non-combat means. If you're worried that your players might just want to fight through everything, the difficulty scales exponentially.
My uncle likes to say 'everybodies nice until there is a little pressure on'
I ran this scenario in a crowded store way more than I thought it would be the owner also.
So the reaon I give five stars is because it was easy enough to manage as scenario to stand up to a room full of yugi players but also robust enough to get accual RP out in that area.
<<<<<Spoilers>>>>>>
The start is very much where new players can get in trouble doing the smash and loot style ranther than the pathfinder, leave at least one alive.
So there has to be some looking at tables and asking for rolls.
The waterfront attack is really good part for role playing have a tavern oppeset and all that jazz you get have your players do the stake out thing or kick back wile waiting very good location.
The ship it self was run through pretty quick but all and all it was pretty good.
I can say much about BBEG because they didn't fight her.
So all and all great adventure.
There is no doubt that this adventure was masterly crafted and was open enough to allow players to be creative to achieve outcomes act to act. In saying that, I was a little disppointed with the feel of this scenario. It is solid but did not jump out at me like a few of the other did. This adventure lacked atmosphere.
If you love vikings and the sea this is a most do adventure for you. I would give this scenario 2.5 out of 5.