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

****( ) (based on 34 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 (34)
1 to 5 of 34 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

****( ) (based on 34 ratings)

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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.

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)

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