A Pathfinder Society Scenario designed for levels 1–5.
Rumors of an ancient settlement and its priceless treasure locked beneath Irrisen’s perpetual ice have reached the Society’s ears. The Pathfinders set out to the Land of the Linnorm Kings with a precious cargo of trade goods to buy their way into the witch-ruled nation, but even approaching Irrisen is fraught with danger. Can the PCs navigate the frozen wastes and recover the relics within, or will the icy climate claim their lives?
Content in “From Under Ice” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Grand Lodge and Scarab Sages factions.
Written by Vanessa Hoskins.
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I also had the pleasure of playing this online with the author, albeit in a different group. We went through it in a totally different path which I think highlights how good this one is at going off the rails. The Encounters were great, believable npc´s with motivations beyond being a roadblock on the way to loot.
Irrisen has some great lore and it was well represented, our tour guide made for great role playing opportunity´s as well as being interesting herself.
It might not be the best scenario if you´re more combat minded and prefer that approach but for me anyway it was a great mix of all things. Bravo Vanessa.
This was a fun scenario with role playing. I always preferred scenarios where combat, diplomacy, or the art of subterfuge can be used. I can't wait to run this for my local players.
Rankings:
From a players point of view
Story 4.0:
I enjoyed the story and it had a touch of railroad that you find in many scenario's but that is more to keep you on the path more than just going point A->B->C.
Setting : 5.0
Irrisen man we don't get to go out there much so it was great so have a area that was foreign to me for the most part as a player (and GM). I think we made it out to this area of the world once in PFS in season 0.
Role-play-ability : 5.0
Loads of good RP which has a direct outcome to how things play out which is something missing in many scenario's. The author was able to work in the culture of Irrisen plus the political climate and it was all apart of the story. Bravo.
Combat : 4.0
Our group didn't murder-hobo our way through which cost us encounters which to me a rare success. It nice to see a non-combat option even it is hard to accomplish. The fights we did have were very scary to our lower level party members (We ran Tier 4-5 w/ 6 PC's) but we won the day.
Conclusion:
Was a great time and this scenario is what the Pathfinders is all about. Action, adventure, excitement is what we crave and we got it. Also the time completed was about four hours which is what I like to see as a standard game time. Long enough to get a story across and friendly to the convention timing.
I would like to see more of what Mr. Andrew Hoskins has to offer.
I am writing this up as a player, not as a GM. I hope to run this sometime in the near future.
Overall 4.5/5:
This was a fun scenario with lots of skill and role playing. I highly enjoy those scenarios. I know that people who want to do a lot of killing might not like those, but this game looks like it can be done either way. Note: I played this online, and higher tier (with 4 player adjustment). I also played the scenario with Spaarky
Rankings:
Story 4.5/5:
Though I only played it, it looked like the scenario was well put together, with a good storyline and explanation of what you are supposed to do. I think the reason I didn’t give it a 5/5 is that a couple of areas felt a bit of a railroaded. But only slightly.
Setting 4.75/5:
Going up into Irrisen was very nice change of pace. Except for an adventure path I don’t think this part of the world has been explored much.
Role-play-ability 4.75/5:
Lots of good role-playing. As I mentioned above, a little felt a bit railroaded…but I think that is mainly so you can get more of the exposure of what Irrisen and their surrounding neighbors are going through.
Combat 3.5/5:
If you want to murder-hobo your way through, I am guessing this could also be a good fight scenario…though since we seemed to talk our way out of at least 2-3 possible fights, the ones we did get into were tough, but not substantially. If we had went down the murder-hobo route, I am certain the combat and role-play-ability rankings would have been reversed.
Finally, I would love to see more of these types of scenarios (help gain allies and gain friends), and I would like to see more from this author.
I may have played this with Spaarky, as I also played it (yesterday) with the author as GM....
This is a fun scenario, and is among my favorite sort of scenario. It's flexible, in that there are a number of different approaches that work well for a fair amount of the story. It's also rich with lore, ties in with more than one PFS metaplot, and has at least three memorable NPCs (one of whom is especially so). (I guess you should ask me again in a month or two to tell you who the "memorable" NPCs are, to find out if they're really as memorable as I think they are!)
First I would like to thank the Author/our gm for writing such an excellent scenario. Our group played this today and the setting was great, the background information was solid, and was a very fun experience. There was the potential to be complete murder hobos and loose out on a lot of things or negotiate and learn more. This is one of my more favorite scenarios for the season. Paizo needs to give Andrew more assignments as this was a well designed and fun scenario.
I like how it contributes to the storyline of 2 factions instead of just one. My Scarab Sages PC would probably prefer this scenario more than my Grand Lodge PC. I like that we have a choice.