Pathfinder Adventure Path #50: Night of Frozen Shadows (Jade Regent 2 of 6) (PFRPG)

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Pathfinder Adventure Path #50: Night of Frozen Shadows (Jade Regent 2 of 6) (PFRPG)

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Ninja versus Vikings!

Chapter 2: "Night of Frozen Shadows"
by Greg A. Vaughan

A faceless menace stalks the viking empire. For decades a sinister band of assassins has watched and waited, hiding among the rugged people of Kalsgard, capital of the fierce Lands of the Linnorm Kings. In all this time their mysterious prey has lain hidden away, but no longer. With their quarry revealed, death stalks the streets of a city of hardy warriors and viking raiders. Having traveled from distant lands to this notorious city, the heroes prepare to take their first steps on an expedition into some of the world’s most ferocious wilderness. Yet nothing is ever easy in dangerous Kalsgard, and soon they find themselves targeted by mysterious assassins. Can the heroes defend themselves and their friends from the blades of supernatural killers? Or will they meet their ends amid the ice and snow?

This volume of Pathfinder Adventure Path includes:

  • “Night of Frozen Shadows,” a Pathfinder RPG adventure for 4th-level characters, by Greg A. Vaughan.
  • A trek through the crowded and deadly streets of Kalsgard, frigid capital of the Lands of the Linnorm Kings, by Matthew Goodall.
  • Insights into the ways and worship of the goddess Shelyn, deity of beauty, love, and music, by Sean K Reynolds.
  • Murder and mystery in the Pathfinder’s Journal, by Dave Gross.
  • Four new monsters, by Jesse Benner and Sean K Reynolds.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-366-8

Night of Frozen Shadows is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (532 KB zip/PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Print Edition: Unavailable

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Product Reviews (10)
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A solid follow up, runs well in PbP

****( )

Like many GMs, I run the bulk of my games in a Play-by-Post format, and my gaming group and I have never physically met. We are, however, attempting to become the first group to ever successfully complete a Paizo Adventure Path in PbP over on, and Night of Frozen Shadows was our second stop on that journey.

Part One of Jade Regent, The Brinewall Legacy, was probably my personal favorite module ever. Paizo really brought its A-game on that adventure, and it flowed effortlessly from a simple kill the goblins mission to the beginnings of a globe-trotting, epic campaign to save a people and restore the honor of an exiled noble family. It was always going to be a tough act to follow.

In Night of Frozen Shadows, we have a follow up that goes for a different feel than its predecessor. Where Brinewall was tightly scripted and a bit of a railroad, Frozen Shadows takes more of a sandbox route. It was also an investigation heavy module, wherein the players seek out clues and attempt to recover an artifact important to the noble family they find themselves in service to.

Along the way are plenty of opportunities for in-depth role-playing, and some great set piece battles.

Did I mention that in this module there are ninjas and vikings at the same time? I should probably mention that. The battle where the ninja initially show themselves was a very memorable one.

Difficulty wise, I found most of the encounters in this module underpowered vs. my melee heavy group, but increasing the difficulty of these encounters was usually no tougher than adding a few more bad guys.

The end battle, however, proved to be very tough and the BBEG of the module nearly caused a TPK. We played it straight, but it was a nail biter and the PCs just barely made it out alive.

In all, though I made more modifications to this module than the last, I find that Paizo's adventures support that kind of thing, and their flexibility is a feature in my mind, not a bug.

Likewise, I thought the change of pace from the first module was also a good thing. The city of Kalsgard that served as a setting for the bulk of this module was well fleshed out in this installment and my group had fun exploring it.

The only modifications I had to make for PbP were the cutting and / or consolidating of encounters in the end dungeon, but that is pretty standard (and something I’d recommend for my fellow PbP GMs.)

In all, I'd give Night of Frozen Shadows 4.5 stars if I could, but since I already maxed out my vote for The Brinewall Legacy, and this module wasn't quite as much to my liking, I'm going to go with four. It was a solid second installment for what is shaping up to be a great campaign.

Not the best in the series

**( )( )( )

I really didn't like this module. To me it felt like a drag as my players were really anticipating getting to Tian Xia and had to waste their low-mid levels here with Vikings. I love vikings! I want a Viking AP but here they feel like a burden rather than the highlight something like that should be.

- Being in Karlsgaard opens opportunities to RP
- If your into the caravan rules (which Im not) you get to go into the bookkeeping of buying and selling stuff
- Tengu Ninjas
- The theme of corruption fleshes out more

- Several silly and annoying encounters - one of which is a TPK in the waiting.
- Another big ol' castle

Good but needs work

***( )( )

Overall, a good adventure and introduces the oni as a real threat. A good mix of Rp, investigation and hack n slash.

The investigation can get murky to the players and even with some massaging not all the links will be clear. Feel this adventure could have benefited from revisions and a better focus (i.e. this is the adventure where you smash a thieves guild). A very memorable final fight ends the adventure on a high point.

Winter Nights

***( )( )

Overall, I thought this was an ok adventure to run with my group, but it fell a little short in comparison to the previous adventure. I thought that there were too many instances where the party was outnumbered, but no where near outmatched. Now, it could simply be my inexperience as a GM, but I thought there could have been a lot more to this adventure aside from throwing waves of level 2 NPCs at my PCs.

Overall, I felt like there was something else that could have been done with this adventure, but wasn't. Not that this wasn't a bad adventure, I just feel like it's lacking something.

Shouldn't the caravan be moving?

***( )( )

I'm not impressed with how many hours of play time the caravan sits in Kalsgard. The first half provides lots of opportunity for roleplaying, but the last half sees a mostly combat.

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