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Pathfinder Society Scenario #4: The Frozen Fingers of Midnight (OGL) PDF

****( ) (based on 30 ratings)

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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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Product Reviews (30)
1 to 5 of 30 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 30 ratings)

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Real fun and straightforward combats

***( )( )

We had real fun in the last local event. We were a well balanced party: barbarian, cleric, rogue, bard, gunslinger and the GM roleplayed the NPCs very cool, with very cool statements and gestures. In the end the whole party got into the northern atmosphere and ended up with a memorable conversation.

I like the scenario because it gives the players the opportunity to solve things in different ways, not always through combat, and rewards observant and cautious players who prepare for what can happen given the hints, as well as for good encounter and assault tactics.

The whole backhistory is very interesting, and the way you discover it piece by piece makes even easier for the players to get concerned by the scenario outcomes.

Length: Medium (we completed in 3.5 hours, crushing combats and spending most of our time to RP; I think we avoided the optional though)
Experience: Player at subtier 1-2
Entertainment: (9/10) Droll story and some of the encounters. Some NPCs can be very fun if well RP as we had. Fun for everyone
Combat/Challenges: (4/10) We went over the encounters with a sweet party balance, but still had the feeling of risk. The combats were nothing special other than the environmental hazards and the first challenge of not being able to unleash all your resources. The diplomatic encounter saves a bit the challenge

The GM told us he had very bad experiences with players trying to combat end the last encounter

Uniqueness: (8/10) The RP encounters were memmorable and the backhistory, which you can discover, that triggers the adventure was really original, plus the magic travel, etc. among the best of the scenario. Could have done more in the combat sphere though.
Roleplay: (8/10) Roleplaying opportunities with all the encounters but one. A couple were really cool.
Lore: (7/10) You get to know a lot about northern regions, and magical artifacts and some NPCs backstories is beautiful.
Mechanics: Nothing remarkable to rate
We decided to buy cold weather outfit when feeling the house cold from the outside, so don't know if otherwise we would have triggered environmental hazards. We also managed to hide a couple of daggers so the first battle was not unbearable.
Faction Missions: We avoided them and played for secundary objective.

Overall: Real fun and straightforward combats (6.4/10)

Good Icy Fun

***( )( )

Played this some time ago at lower tier and found it to be a good fun scenario with challenging combats and plenty of opportunity for roleplay. Thumbs up.

I ran this recently for low tier and while everyone loved it, there did seem to be confusion over what they needed to do in the last third of the scenario. I have to agree that it isn't too clear for the players perhaps.

It is a good fun scenario and one where I certainly recommend it for newer players once they get a level or two under their belts.



I loved the NPCs. I loved GMing this. I loved playing this. I played it with my Ulfen barbarian and had the best time ever in this scenario.

You're asked to go assist a friend of the society, and wind up investigating what is wrong with him. The investigation part is rather short, but that is alright, since you end up on a fairly straight and narrow path to carry out some vengeance.

Good Story

****( )

This adventure has a fairly engaging storyline and is somewhat unusual in PFS as being a love story. Most of the combats are well designed and feature interesting locations but a few of them can be very swingy depending on how the PCs handle them

Engaging and interesting

****( )

The Frozen Fingers of Midnight tasks players with seeking out a friend of a Venture-Captain that is seemingly ill, and discovering the cause of his illness.

+ Lots of great and memorable NPCs. If the GM puts in a little effort, Skelg and another important NPC can be fantastic characters that the players will remember for a long time.

+ Faction missions are good, and the GM can easily create some funny moments based on at least one particular mission.

+ One of the later encounters utilizes terrain in a way that requires the PCs to think about their surroundings and properly engage the enemy, which can be rare in adventures.

+ Encounters that allow players to completely bypass through negotiation and diplomacy are also rare, but Frozen Fingers gives players a chance to do so. It also creates some interesting story repercussions and moral quandries for PCs to think about.

- Most encounters are very easy and uninteresting, with the exception of one near the end.

All in all, Frozen Fingers is a very good scenario that could've been stellar, but a handful of lackluster encounters dings an otherwise amazing and fun adventure.

1 to 5 of 30 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

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