Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter (PFRPG) PDF

2.90/5 (based on 14 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?

Exiles of Winter is part two of the three-part Shades of Ice campaign arc. It follows Pathfinder Society Scenario #2-15: Shades of Ice—Part I: Written in Blood and concludes in Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huscarl King. All three scenarios are intended to be played in order.

Written by Joshua J. Frost.

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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PZOPSS0217E


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Average product rating:

2.90/5 (based on 14 ratings)

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Great scenario - easy to screw up with choices!

4/5

That says it all - this has a super neat nechanic involving city travel, and it is either easy or very hard based purely on party choices - great to see those types of elements added! we, of course, did every single mistake possible... and still had a blast. thats the sign of a good scenario


A dwarf in Irrisen is not happy

4/5

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.


3/5

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.


Last encounter blues

2/5

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.


Welcome to Whitethrone

3/5

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.


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Grand Lodge

Spoilerly question:

Spoiler:

From page 4,

Quote:
The PCs who played Written in Blood likely possess a map once held by Runa White—a map that shows the precise location of the Whitethrone Shadow Lodge beneath an abandoned brewery.

But from Part 1, page 20,

Quote:
Runa also carries several damning documents that explain that the entire plot to kidnap Skagni and use Hjort to tarnish the Pathfinder Society’s reputation in the Lands of the Linnorm Kings was organized by a Shadow Lodge agent named Caggrigar and his man in Irrisen, the shadowy Vermund. Runa also has one last clue for the PCs: Rognvald Skagni is alive and a prisoner of the Shadow Lodge in Irrisen.

No mention of said map. Am I missing something?

Ty! Love this three parter!

Grand Lodge

Spoilerly question:

Spoiler:

From page 4,

Quote:
The PCs who played Written in Blood likely possess a map once held by Runa White—a map that shows the precise location of the Whitethrone Shadow Lodge beneath an abandoned brewery.

But from Part 1, page 20,

Quote:
Runa also carries several damning documents that explain that the entire plot to kidnap Skagni and use Hjort to tarnish the Pathfinder Society’s reputation in the Lands of the Linnorm Kings was organized by a Shadow Lodge agent named Caggrigar and his man in Irrisen, the shadowy Vermund. Runa also has one last clue for the PCs: Rognvald Skagni is alive and a prisoner of the Shadow Lodge in Irrisen.

No mention of said map. Am I missing something?

Ty! Love this three parter!

EDIT: created two GM handouts for the above spoiler:

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