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Pathfinder Society Scenario #3-01: The Frostfur Captives (PFRPG) PDF

****½ (based on 37 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.

Written by Jim Groves.

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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Product Reviews (37)
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Average product rating:

****½ (based on 37 ratings)

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A decent scenario but a bit rough around the edges

***( )( )

I am writing this review as a GM, not as a player. This was the first scenario I got to GM outside of a convention, where there's often lots of other GMs to give you advice. I spent a week going over every encounter, planning out the combat and roleplaying piece-by-piece...and yet no plan survives contact with the enemy (or PCs in this case).
There are parts in this scenario that can be too easy, such as Act 2 if they have the proper equipment, leaving a novice GM like me fumbling for what to say and do. Since the faction missions are no longer relevant, a lot of cool stuff and reasons to do things in the combat sections is essentially useless. Act 5 is also kind of rough because if the PCs make a successful check they will have no reason to initiate combat and will likely skip the whole thing (I was lucky that one of the players, even knowing what was in store, really wanted to fight some more, so we did the section anyway). Act 6 also fell kind of flat since the PCs were inherently suspicious. Also, for all the talk of having a time limit and Act 5 playing differently based on time of day, there's no mention of how to handle the passing of time in this scenario. There's one mention of setting up camp for the night, but that's it.
While the captives do provide an excellent opportunity for roleplaying, they can fall flat as well if, like me, you're not very experienced at GMing. They also have a tendency to either be a big part of the scenario or have almost no part at all, with very little in between.
Honestly, the issue was that, for a first-timer, there was a lot going on and not a lot I could do about it. So this isn't what I would recommend for first-time GMs, but if it's done right, it's lots of fun.
TL;DR: As a GM, this scenario had some stumbling points that threw me off, but my players said they had fun and, if done well, this scenario can be lots of fun to play and run.

I love you guys!


This adventure is best enjoyed with a GM who tends towards the extrovert, hyperactive side of things; and with a quick turn of mind to run any shenanigans that happen.

The adventure's got interesting locations, some unusual monsters, a lot of possibilities to get stuff done without a bloodbath and also some opportunities for a nice bloodbath.

The concept - escorting a bunch of crazed goblins - certainly scores points for uniqueness.

who doesn't love goblins?


if you love goblins, this scenario is even more fun to run than it is to play. you get a whole gaggle of them, it's basically like playing we be goblins with a group of regular pathfinders as babysitters.

the shenanigans you can pull with these gobbos is limited only by your imagination. I've run it several times, and every time the players have come up with novel solutions. fluffing backstory for the goblins (the only thing lacking from this scenario, in my opinion) allows you to get as creative as you want, and can make this truly memorable for the players.

Not bad

***( )( )

Played this at low tier with 5 players.

Nice scenario that is just right for new players. Experienced players will be left feeling a bit underwhelmed I think as the story is just straight forward (although we had a few unanswered questions) with some light encounters.

The scenario feels more like a guide to Irrisen than anything else with set pieces. There are opportunities for roleplay though if you are more into that side of the game.

Pure Gold


The funniest scene I have played so far.

I've seen players proposing crazy games goblins to keep them in line.

I have seen goblins scaring players with their own crazy games.

It's fun when the GM asks each player put a name to each goblin, and develops the personality of being from the name ...

And the mayor of Harverst End?

For me, this scenario is pure gold.

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