Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter (PFRPG) PDF (based on
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ratings)
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).
Following the trail of the insidious Shadow Lodge from Trollheim to the icebound city of Whitethrone in the witch-ruled nation of Irrisen, the PCs must locate the hidden lodge of their contact’s kidnapper. Can they get past the city’s defenses, infiltrate the Shadow Lodge headquarters and rescue the Pathfinder Society’s valuable ally, or will they—like so many before them—find their bones ground to make Baba Yaga’s bread?
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 Pathfinder Roleplaying Game.
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Part 2 is just as good as part 1, still cold as hell. I think the area of special laws should have been played up more. Too many humans for a nation where monsters have equal rights.
I ran the scenario for my home group (2 level 1's 1 lvl 2 + a pregen) and enjoyed it.
Spoiler:
Entering the city is hit or miss. Entering disguised as merchants trivialies acts 1 & 2 and provides cover for smuggling the freed slaves out.
The final fight nearly destroyed the party, but in the end they prevailed. In combat healing for the win as Ezrad, the synthesist and the druid pet all went down only to stand back up.
I have very mixed feelings about this scenario. My play experience was difficult as we added two level one characters that were not in the original party that had two level fours and threes. Our party split for the final encounter because it was believed that it was not necessary for scenario completion. Ultimately, the final encounter was very difficult following the previous fights. We were all compromised and ended up running away. This was a rather unsatisfying scenario.
I thought this scenario had a really nice variety of both combat and non-combat encounters and some roleplay as well. This was at subtier 4-5
The combat encounters were both challenging and interesting. The first encounter, if played right (ours wasn't) is quite deadly and tactically interesting. And finally, a memorable final boss encounter!
The only unfortunate thing about the scenario is that our GM gave us too many ideas on how to get into the city, even when we had the skills and ideas to do something more creative. Yes, we asked for ideas, however I feel players should sometimes have to struggle. Player solutions to problems are often more interesting, creative, and plain crazy compared to typical module solutions. As GM, just say "yes" to them.
What I enjoyed about this scenario is the uneasy feeling the players get when they realize they're walking into a city they might not be able to get out of. Simply getting into the city presents a great problem-solving challenge, and many hare-brained ideas have degenerated into great role-play moments. The downfall of the scenario is once again its insufficient page count, the fact that so much is left to the GM to improvise without any help in the text. If you GM this scenario you can do yourself a BIG favor by reading Cities of Golarion and the novel Winter Witch to get a firm grasp of the local flavor. After running it six times now I am comfortable with the setting and I am having a lot of fun. The plot timeline is messed up but no one seems to care. The combat encounters are OK, nothing epic but all of them are appropriate for the scenario. The maps are original and thankfully weren't shoe-horned into place. Faction missions were OK overall. The Taldan mission is great and leads to some superb mischief.