Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder Society Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products

Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Adventure Card Game

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

****( ) (based on 35 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

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.

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (35)
1 to 5 of 35 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

****( ) (based on 35 ratings)

Sign in to create or edit a product review.

Imaginative, but dated

****( )

This is one of those old adventures that have a pretty cool story. It's got a certain fantasy flair to it that's quite different from the vibe of more recent scenarios. It's quite nice, and you also actually get to find out the story from the PC side.

It's also a pretty straightforward adventure, no problems finishing on time.

However, it's also pretty easy. Clearly built on a 4-player assumption, but even then most of the enemies are pretty squishy. We played the low tier with a party of kensai 1 (falcata, didn't really cast spells), sorcerer 1 (blasting/charm), medium 1 (melee), alchemist 2 (bombs) and cleric 3 (support). Nothing proved to be particularly difficult, although in one fight some enemies managed to remain standing for more than two rounds.

My advice: enjoy the scenario, but bring a 4-player level 1 party to keep it interesting. Or, use the scenario as an introductory one for new players. It's easy enough that they'll get through it without casualties, but a good enough story to whet their appetite.

An RPG Resource Review

****( )

A fellow Pathfinder is in trouble, stricken by a freezing curse that threatens to cause him to waste away in his bed rather than die in battle, as his northern heritage would view as more honourable. Unravelling the curse (and saving his life) presents some interesting moral questions - at least, it does to me although they are not addressed in the adventure, where the only ethical issue raised is whether the party should seek a reward or undertake the task as a courtesy to a fellow Pathfinder.

The first challenge is getting to talk to the dying man. Alert characters may notice something wrong about the guards at his villa, suffice to say they'll have to fight their way in. Once they've spoken to him and got his end of the story, there's quite a bit of investigative work to be done before those responsible can be tracked down - and all this is taking place in the urban environment of Absalom itself, so care needs to be taken about how the party conducts itself, at least in public. The Watch do not take kindly to armed assualts and brawling in the street!

The artefact that's causing all the problems is well-described but it's not made particularly clear just how the party is supposed to discover all the information they need to use it to their advantage to resolve the situation. Similarly, although the backstory - which provides for the ethical dilemma I alluded to - is described clearly for the DM, it's likely only vague snippets will come out during play. These limited opportunities to actually find out what is going on rather detract from what otherwise is a good adventure with plenty going on - and sifting through a moral minefield always adds to role-play. The ethical issue in this case is who was doing right and who wrong, but this is not explored.

Excitement, cold, a spot of exotic magic, a complex tale that probably will not be unravelled, combat and investigation make this a tale worth the telling, an adventure worth the playing, nevertheless.

Simple, fun and full of flavor

****( )

The best scenarios are those that are simple, easy to understand and still present the players with a unique experience. With unique experience, I don't mean monsters you've never faced before, or overly complicated mechanics. I just mean something that's small, yet rather impactful and also has a ton of flavor. This scenario has that in the form of a specific artefact.

For the rest it's a fairly straight forward, yet somewhat outdated scenario. Don't get me wrong, it can still be a challenging scenario for some parties and murderhobo's will, without a doubt, make things much harder than they have to be.

It's flavorful, fun and doesn't try to impress the players with being fancy, unlike some of the more recent scenarios. As result, this scenario works flawlessly and is memorable enough to recommend it to others.

****( )

So this is the first adventure I ran a few weeks ago as a Pathfinder GM. I did it as a part of the Pathfinder Society with a group of newer players to Pathfinder. I will be trying to review each adventure as I run them to give my feelings on things.

My group was a rogue, sorcerer, an APG summoner, and a warpriest. The group is not the best at roleplaying, but managed to figure out what to do and the rogue took care of most skill roles when necessary.

For combats the rogue almost died during 2 different fights, and the summoner's eidolen got dispelled once, but the warpriest and the summoner made short work of the fights in general.

The sorcerer was useful in sneaking into the warehouse, and convincing the end encounter to leave them alone after they gave her a promise they could not easily keep, though they did end up failing the secondary objective in the process, though they did avoid the fight completely.

All in all it was a fun adventure, though not as much role playing on my player's parts as I would have liked. They seemed to enjoy it, and made quite an enemy in the process of how they handled themselves. Most encounters were pretty easy for this group, though the rogue was a bit squishy getting hit once and being negative in the first encounter. All in all good fun by both me and my players. Excited for the next one.

Fun, memorable, potentially hazardous with impulsive players

****( )

I've both played and run this scenario. This is a fun and memorable scenario. It's got some good atmospheric bits, some fights that matter, some twists, and characters you want to help but that aren't too nice.

The one drawback is that some players may "break" the scenario by doing something very foolish at the end that could lead to a TPK, at least at low tier with low-level characters. Players who either assume that anything they come up against is something they should attack, or who play characters who refuse to let any NPC make demands of them without losing patience and attacking those NPCs, may find themselves in trouble. Groups interested in thinking about how their characters might actually approach the situation rather than approaching the world as mindless murderhoboes or as "insult me once and you die" types could find this quite a fun scenario.

1 to 5 of 35 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >> Gift Certificates
On Sale and Clearance!

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.