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Upon Wheels and Rime Adventure Guide

The document outlines a Pathfinder Society scenario titled 'Upon Wheels and Rime,' where players assist Queen Anastasia of Irrisen in a project to introduce a locomotive to Golarion. The adventure involves recovering stolen project pieces from snow goblins while navigating political tensions with the Jadwiga. Players will engage in various encounters and challenges as they help shape the future of transportation in the icy realm of Irrisen.

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© © All Rights Reserved
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0% found this document useful (0 votes)
312 views36 pages

Upon Wheels and Rime Adventure Guide

The document outlines a Pathfinder Society scenario titled 'Upon Wheels and Rime,' where players assist Queen Anastasia of Irrisen in a project to introduce a locomotive to Golarion. The adventure involves recovering stolen project pieces from snow goblins while navigating political tensions with the Jadwiga. Players will engage in various encounters and challenges as they help shape the future of transportation in the icy realm of Irrisen.

Uploaded by

HP
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Second Edition

REMASTER

YEAR OF
IMMORTAL
INFLUENCE

Scenario #6-08 Levels 1–4

Upon Wheels and Rime

By Dave Nelson
Upon Wheels and Rime

AUTHOR
Table of Contents
Dave Nelson

DEVELOPMENT LEAD Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


Shay Snow

EDITING LEAD Appendix 1: Level 1–2 Encounters . . . . . . . . . . . . . . . 17


Solomon St. John
Appendix 2: Level 3–4 Encounters . . . . . . . . . . . . . . 23
EDITORS
Zac Moran and Solomon St. John Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 29
COVER ARTISTS
María Rosario Arteta Chagüi and Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Bruno Mello

INTERIOR ARTISTS
Vlada Hladkova, Raf Kayupov, Damien
Mammoliti, and Bruno Mello
GM Resources
CARTOGRAPHY Campaign Home Page: [Link]
Jason Engle Books: Pathfinder Player Core, Pathfinder Player Core 2, Pathfinder Monster Core,
Pathfinder Tian Xia World Guide
ART DIRECTION Maps: Pathfinder Flip-Mat Classics: Winter Forest, Pathfinder Flip-Mat: Treasure Trove
Emily Crowell and Sonja Morris
Online Resource: Pathfinder Reference Document at [Link]/prd
ORGANIZED PLAY COORDINATOR
Alex Speidel

CREATIVE DIRECTOR
James Jacobs
Scenario Tags
Scenario tags provide additional information about an adventure’s contents. For more
DIRECTOR OF NARRATIVE information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
Adam Daigle [Link]

PUBLISHER
Erik Mona
All Ages

HOW TO PLAY Summary


The PCs are invited to Irrisen to help the current queen decide on her next moves for
a monumental project. However, their mission is interrupted when snow goblins steal
PLAY TIME: 4–5 HOURS the project set pieces from some of the presenters, both to ensure that their personal
favorite presenter is selected and for some plain old fun! The PCs will need to find the
goblins and convince them to return the goods, even if it means getting into a fight
or a song battle!
LEVELS: 1­–4

PLAYERS: 3–6

Paizo Inc.
15902 Woodinville-Redmond Rd NE,
Suite B,
Woodinville, WA 98072-4572

[Link]
Upon Wheels and Rime
By Dave Nelson

Adventure Background
Queen Anastasia (female human winter queen) had her Where On Golarion?
life turned upside down just over a decade ago. In addition
to losing her family and home, she was transported to Upon Wheels and Rime takes place at Queen
another world altogether different from the one where Anastasia’s summer estate in Irrisen, a nation of
she was born, replete with new customs, politics, and eternal winter ruled by winter witches descended
above all, magic. Her upbringing did not prepare her to be from Baba Yaga. The PCs then travel to the nearby
a sole ruler, let alone for all this. However, Anastasia has Hoarwood forest. More information about Irrisen
proven to be incredibly adept at diplomacy and making and its recent history can be found in Pathfinder
Lost Omens: World Guide pages 110–112.

IRRISEN
• Hoarwood Forest

allies with other rulers across Avistan—to the delight of


neighboring nations and icy rage of those Jadwidga who
wish for more traditional politics. The Irriseni queen
knows that what she needs to win everyone over is an
innovation that would connect the frozen nation with
the rest of the world, and in turn be so groundbreaking
that her opponents could not openly squash it. So, she
has decided to bring to Golarion an advancement from
her home planet of Earth—the locomotive.
Anastasia fondly recalls her father’s passion for trains
when she was young and the massive initiative of the
Trans-Siberian Railroad. While she can describe the
invention in a limited context, she lacks the engineering
knowledge to perfectly commission its recreation. And
so, she resolved to allow the nations of the Inner Sea to

Queen Anastasia help design a train to operate on Golarion. Leveraging


her friendship with Empress Eutropia of Taldor and her

Pathfinder Society Scenario #6-08 3


Upon Wheels and Rime

contacts among the Sovereign Court, Anastasia issued “Good morning, Pathfinders,” he says in a deep, calm,
invitations to the nations of Rahadoum, Oprak, and the rumble. “I am Calix, advisor and gracious servant to Her
Sky-Citadel of Dongun Hold to draft potential designs. Majesty Queen Anastasia Nikolaevna Romanova, Fifteenth
To soothe the easily bruised egos of Irrisen’s established Winter Queen of Irrisen, Mistress of Thronehold, and your host
powers, she also commissioned designs from the Jadwiga, for this historical event. Prior to this post, I was a member of
winterwarg packs, and the fey of the Feyfrost. In one final the Pathfinder Society and translator for my cousin, Venture-
effort to inoculate herself from being the sole decider, she Captain Bjersig Torrsen. Her Majesty is awaiting your arrival
has also invited the Pathfinder Society to observe the with great anticipation. Given the vagueness of your invite, I
selection process and render recommendations. am sure you have much to discuss with her. If you would be
Unfortunately, despite her careful planning to avoid it, so kind as to follow me, we will endeavor to answer whatever
the Jadwiga have chosen this as the perfect opportunity questions we can.”
to disgrace the “Fraud Queen”—or perhaps eliminate her
all together. Coven Matriarch Szvetneera (female winter The inside of the estate is a maze of winding corridors
witch) of the Wintercrux Sisterhood has spent the lead up and antechambers, each filled with finery such as gilded
to the event feeding propaganda of mass deforestation to chandeliers and portraits of previous Winter Queens.
a particularly malignant twigjack named Rimesnap. The The PCs have ample time to ask preliminary questions
fey has in turn convinced a small band of winter goblins while Calix Balakin (male dromaar former Pathfinder)
to ransack the royal palace where the selection is being escorts them. His responses to likely questions are below.
held; which will cause adequate cover for Szvetneera to You said you used to be a Pathfinder? Calix allows
get her assassins in place. himself a slight chuckle. “In a rather boring capacity,
compared to yourselves. I spent most of my time writing
Getting Started letters for the Envoy’s Alliance. The constant travel and
Read or paraphrase the following to start the threats of violence never suited me well.”
adventure for the PCs. What can you tell us about Queen Anastasia
before we meet her? “Her Majesty hails
A weak sun glows faintly over the well-appointed from a distant planet where she was
courtyard surrounding royal summer estate of princess to a royal family. Through a
Queen Anastasia. Located a scant two miles complex series of events that are not
from the western edge of Irrisen’s Hoarwood mine to tell, she was brought here by a
Forest, the relatively modest manor has served group of adventurers and has ruled as
as a quiet meeting place for many queens with Winter Queen for a little over a decade
business too sensitive for the machinations now. If you’re polite and speak plainly,
of Whitethrone. The warmth of the Irriseni she’ll have no reason to dislike you.”
summer has left the snow only ankle
deep, with scant patches of frozen dirt Calix leads the group in a straight path
and decayed pine needles littering the through the courtyard, past the fountain
grounds. An impressive singular fountain and up the polished marble and slate steps
stands in the center of the courtyard, the flow of the estate. After a few hallways and
of water strong enough to prevent it from turns he pauses at a door carved out of
freezing over. Any noise it might generate blackened oak. The dromaar knocks
is easily lost in almost a dozen different ceremoniously before swinging it
conversations dancing around from the open and bowing deep in a single,
several distinct groups, each parked in their effortless motion.
own secretive corner of the grounds. “Your Majesty, the analysts from
Greeting all who enter the gates of the estate the Pathfinder Society, as supplied
is a handsome young dromaar, impeccably dressed in by Venture-Captain Bjersig Torrsen, have
a suit of icy blue and purple silks, complemented by arrived.” Calix raises his head to peer into the
a pair of dark leather gloves and a thin collar room. After seeming to confirm something, he
of white wolf fur. After greeting the others, stands and motions to be followed.
he steps forward, giving a practiced The room beyond is a spaciously
bow that would put the politest Taldan Calix appointed council chamber, complete
courtier to shame. with a meeting table made from

Pathfinder Society Scenario #6-08 4


Upon Wheels and Rime

lacquered cedar with matching chairs to seat a dozen. From Calix politely raises a gloved hand and interrupts.
a chair toward the center of the table rises Winter Queen “It was also Her Majesty’s honor to include Coven
Anastasia. A slim human woman with an ageless quality, Matriarch Szvetneera of the Wintercrux Sisterhood,
her grace and complexion mark her as very young, while an esteemed winter witch who will no doubt bring
the streak of ice white hair and naturally weary cast to her the storied perspective of the Jadwiga to this process.”
face hold years of strife. She wears an elegant dress of deep The dromaar gives a guarded look to Anastasia before
blue, hemmed with white and cerulean, and an angular crown continuing. “They each have very... unique ideas for the
made of solid ice. implementation of the train and it is Her Majesty’s wish
“Welcome, Pathfinders,” she says, giving a shallow curtsy. you give each of them fair and impartial consideration.”
“We apologize for the lack of information, we asked Venture- Your Majesty seems very excited for this project.
Captain Torrsen to keep his dispatch to you brief. Allow us Why choose now to begin? Queen Anastasia’s eyes gain
to reveal why you’re here. Our father ruled over a very large a faraway look for a moment, touching a gloved hand
nation on our home planet of Earth. We didn’t have any magic to streak of white in her hair. “It has been just over ten
to speak of, such as you are accustomed to here, so to travel years since we were brought to Golarion. That is how
great distances we devised all manner of technologies from long it has taken us to gather just this tertiary interest
steel and other resources. One of these was our father’s great in our vision of a railroad. It will take decades more for
passion, an invention called the ‘train.’ It was like a linked the invention to be built, tested, and proliferate across
stream of iron carriages that moved along a track, pulled by the Inner Sea. We have less than ninety years before our
a device of fire and smoke at the front. We wish to bring this grandmother Baba Yaga returns to take us somewhere
wonder to the people of Irrisen, and later, we hope, to the rest else where we will be a stranger. We will not repeat
of Golarion. the mistake of our predecessor and try to cheat that
“The resources and technology of Earth are not the same deadline—nor will we leave with the dream half-finished
as that of Golarion, and so we don’t expect trains to be the upon our departure. Now is the earliest we can begin and
same either. In fact, we can give little more direction on how it the latest that we dare.”
should work. That is why we have assembled a host of minds
and peoples from across the Inner Sea to offer their ideas. Lore (Irrisen), Nature, or Society (Recall
You, as Pathfinders who have seen all parts of Golarion and Knowledge)
know its peoples, are to help us judge which proposal has the A PC who succeeds at a DC 16 (DC 18 for levels 3–4)
most potential to succeed.” skill check to Recall Knowledge will know some facts
about Irrisen and its local politics. Any PC who took
The PCs now have the opportunity to question Winter part in Pathfinder Quest (Series 2) #16: The Winter
Queen Anastasia and Calix about what they are expected Queen’s Dollhouse have already done a favor for Queen
to do. Possible questions the PCs might have and the Anastasia and know a bit about winter witches. These
pair’s responses can be found below. PCs gain a +2 circumstance bonus to this check.
What exactly is a “train” supposed to do? “As we said, Critical Success Before coming to Golarion, Queen
think of it as a group of linked carriages in a line, that is Anastasia was killed by group of revolutionaries along
pulled along a prescribed path,” Anastasia offers. “The with her family. Since her resurrection, she has been a
carriages were called ‘cars,’ each of which was quite large progressive champion of Irrisen’s common citizenry. This
and could house twenty people or more.” She pauses has made her quite popular among the people and greatly
for a moment before clarifying, “Twenty human-sized disliked by the Jadwiga leadership of winter witches, who
people, that is. When we rode in them, they had small hold great political power.
rooms and hallways inside them to accommodate many Success Queen Anastasia was born on a distant world and
separate groups traveling in the same vehicle. They were brought to Golarion by adventurers just over ten years ago;
limited to moving across a pair of iron tracks, like a road she has served as Irrisen’s queen ever since. She brought
all to itself.” with her many strange ideas, as her home world had only
What can you tell us about the experts you invited? humans and no magic. She has spent her time on the throne
“We invited members from the dwarven sky-citadel of attempting to improve Irrisen’s reputation on the international
Dongun Hold, an expert in elemental binding magic stage, though she has been met with resistance from the
from Rahadoum, a team of Oprak’s engineering corps, more traditional winter witches.
a pack of Irriseni winterwargs, and of course some local Critical Failure Anastasia is not a true heir of Baba Yaga and
fey from the Feyfrost to ensure their voices were heard,” was planted on the throne via force by powerful adventurers.
Anastasia replies. “We were also ob–” The Fraud Queen, as she is rightly known, has spent a decade

Pathfinder Society Scenario #6-08 5


Upon Wheels and Rime

weakening Irrisen in preparation for an invasion by the Land candidates to be here, but is finding the arctic weather
of the Linnorm Kings to the west. This “train” fantasy difficult, to say the least. Woefully unprepared for
is likely another ploy to dwindle precious resources. the cold, he had to buy and beg for as many
coats as the local villagers could spare.
Hero Points Turning Firozet’s focus from griping over the
Once the PCs have gotten all the snow back to his train designs requires a DC
information Anastasia and Calix can 16 (DC 19 for levels 3–4) check, using either
provide them, remind the players that Diplomacy to calm him or Survival to start
they each have one Hero Point available. a fire large enough to keep him warm. Once
satisfied, he excitedly discusses his designs.
The Contractors
Once they have finished speaking with OF AIR AND FLAME RESEARCH 2 (4)
Calix and Queen Anastasia, the party is UNIQUE ARCANE PRIMAL
free to roam the courtyard and speak Research Checks Arcana to untangle
with the assembled representatives. the theory involved, Nature to
There are six groups in all, each coax the smaller elementals into
putting the finishing touches on cooperating, or Thievery to assist
their designs for the Golarion’s first with the delicate instruments
train. The Pathfinders can interact
with each of them using a modified
Firozet Botosar 2 Research Points Firozet explains
that through gentle applications of
version on the Research subsystem found in planar binding, minor elementals of air and
Pathfinder GM Core pages 190–191. The list of research fire can be used to create superheated air. This in turn is
checks varies for each group, though each PC may only directed out through a large vent in the back of the train,
attempt one research check per group. The DC for each causing a horizontal push that will propel the train.
research check is 16 (19 for levels 3–4). A couple of the 4 Research Points The elementalist informs the PCs that as
groups are more standoffish or disorganized he was taking a walk around the grounds to warm himself,
than the others, first requiring a he noted that the estate is in poor repair. The eastern
successful check before they can windows overlooking the guest house are
be accurately questioned about broken, with jagged glass and
their plans. Make a note of how serrated steel lining their
well the party interacts with each frame. This information will
group, as they will have a chance to give PCs a +1 circumstance
try again later in the adventure and bonus to any checks on the
making friends will result in some Rear Window obstacle of the
extra help! chase that takes place later in
the adventure (page 10).
THE GODLESS ARCANIST
THE WITCHWARG
A tall, lean man paces back and PACKMASTER
forth in front of a table cluttered
with bronze implements and tubes.
His sun-darkened skin can barely
Elemental Transit A pack of twelve witchwargs lounge
on the edge of the courtyard, cleaning
be seen through the outrageous number of ill-fitting coats their fur idly and occasionally giving cavernous yawns that
layered under a brightly colored robe of emerald and white. display rows of sharp, yellowed teeth. Only one of their
He fumbles with an instrument in his thickly gloved hands, number seems focused, standing on their hind legs and
muttering curses through chattering teeth in an accent that snarling as they fiddle with the model train display in their
marks him as hailing from the Golden Road. indelicate claws.

Firozet Botosar (frostbitten male human elementalist) Danixki (eager agender witchwarg packmaster) is the
is well-known elementalist from Rahadoum, whose claim leader of this witchwarg pack, who once encountered
to fame is the application of minor elemental spirits to Anastasia as a pup while the queen was on a nighttime
power machinery. He competed fiercely with many other ride. Taken by her kindness and dignified manner, the

Pathfinder Society Scenario #6-08 6


Upon Wheels and Rime

canine resolved to strengthen their humanoid side NATURAL ADAPTATION RESEARCH 2 (4)
and does their best to accommodate the party. Their UNIQUE PRIMAL
speech is punctuated with snarls and grumbles as if Research Checks Deception to engage Siraya
they are constantly hungry, eyes darting in a quick competition of tall tales, Nature
around in a light frenzy. Despite to navigate the complexities of speaking
this, they’re overly polite, creating with a fey, or Performance to entertain
an unnerving dichotomy. her with stories and music
2 Research Points Siraya explains
THE TRAIN SLED  RESEARCH 2 (4) that the best way for a train
UNIQUE PRIMAL to move through Irrisen’s
Research Checks Athletics to wrestle wilderness is for it to be adaptable.
and bond with the pack, She proposes that a small group
Intimidation to assert dominance, of sprites could craft the cars
Nature to use knowledge of from wood and manipulate its
witchwargs to bond, or Survival to form as needed. If pressed, she taps
ask about good hunting spots nearby her wooden model—causing it to sprout a
2 Research Points Danixki reveals that wooden set of dragonfly wings that thrum
their plan is an easy one—their pack at a rapid cadence.
is more than capable of pulling a 5 Research Points The fey
“chain of iron boxes” across ice, so
long as well-waxed skis are laid
Danixki representative mentions passively
that it was kind of Queen Anastasia
beneath the cars. to extend an invite to her people.
3 Research Points The witchwarg stoops down from their Siraya is worried about this development, since humanoid
prodigious height to whisper to the party that a small advances in technology often mean the plunder of the
gang of winter goblins have been causing mischief in the natural world. She mentions that even should her proposal
Hoarwood recently. Danixki has scared them off a couple not be selected, she hopes that Anastasia will be open to
times from getting too close to the palace. preventing that.

THE FEY LADY THE PLANAR ENGINEER


On the fringe of the estate’s courtyard, a scant few feet from Next to the courtyard’s fountain waits an orderly group of
a copse of trees that begins the Hoarwood, a lone woman tables, set in a grid with precise spacing. A few hobgoblins
paces. Her elegant dress extends to the ground, the hem stand at rigid attention beside them, outfitted in warm layers
frayed and stained from dragging slightly. She turns to show and holding engineering tools. Their focus is set on one of
vibrant emerald eyes and auburn hair that extends far down their number, who wears round goggles made
her back. In her hands she holds a model, this one oddly from deep quartz and is deftly polishing the train
devoid of any metal. model she holds.

Siraya (sly female huldra inventor) speaks in a soft voice


that shares the tone of leaves shifting in the wind. She
introduces herself as a representative of the people of the
Feyfrost and repeats the names of each PC, as if trying to
commit them to memory. If asked if she’s a fey, she giggles
and calmly changes the subject. Players can
attempt a Recall Knowledge check using
Nature to identify her as a huldra
(Bestiary 3 138). Siraya admits her
true identity if confronted with
it, but the PC who does so takes
a –1 penalty on their Research
checks for this topic, as they have
spoiled her game.
The Train Sled

Pathfinder Society Scenario #6-08 7


Upon Wheels and Rime

Lieutenant Surkzin (stern female hobgoblin inventor) THE DWARVEN MACHINIST


of the Oprak Engineering Corps salutes the party
as they approach. She waits to be set at ease, The sound of loud pops and bangs can easily be
at which point she lowers her hand but heard coming from a collection of dwarves gathered
otherwise maintains her formal posture. around a small track. Their leader is a man with a
Her speech is direct and clipped, but rust-colored beard so long and wide he has tied it
is nonetheless eager to show the like a sash to close his winter coat. He gestures
Pathfinders her designs. The rest of wildly with a hand covered in old burns and
the hobgoblins in her party enclose missing two fingers.
around the group, facing outward and
scanning the horizon. Ivinder Greaseblood (distracted male
dwarf artillerist) has been sent by King
THE STONE ROAD EXPRESS Anong Arunak of Dongun Hold with a team of
RESEARCH 2 (4) engineers. An expert on the use of gunpowder
UNIQUE ARCANE EARTH PRIMAL and combustion for explosive works, he finds
Research Checks Arcana or Nature to the idea of using such methods for something
understand the use of planar portals, other than destruction an entertaining
Crafting to suggest the best materials challenge. He first needs to be pulled away
for tracks, Society to navigate from a heated debate with members
hobgoblin military behavior
2 Research Points Surkzin lays the
Siraya of his group about the optimal
lubricant for the wheels of the train
train model out on one of the tables (obviously slurk grease) before he
and winds it up. As it moves on its own, she infuses an will begin to discuss their pitch for the train.
object in her hand with a bit of magic, causing an obsidian
archway to appear in front of it. The model enters and A BIT OF A BOOM RESEARCH 2 (4)
comes out of a different archway on the table next to it. UNIQUE
The lieutenant explains that the train can use the Stone Research Checks Crafting to grasp the finer points of a
Roads to travel vast distances in an instant. gunpowder engine, Medicine to go over what needs to
4 Research Points The lieutenant informs the party the guest be on hand in case of an accident, or Society to navigate
house behind the estate house is suspicious. Her troop has Dongun Hold politics
noted the number of icicles hanging from the roof seems 2 Research Points Using too much technical jargon, Ivinder
to change each time they patrol near it. This provides the explains that repeated, controlled explosions will send
PCs with a +1 circumstance bonus to initiative during the force out the back of the train, propelling it forward. He
encounter in location A (page 11). gestures to a dwarf with harsh burns down the length of
their arm and insists they have tested it.
4 Research Points Ivinder notes that he’s sized up the
competition and predicts that the Coven Matriarch and her
retinue are likely to be sore losers should their pitch not be
selected. This grants the PCs a +1 circumstance bonus to
initiative during encounter A2 (page 13).

THE COVEN MATRIARCH


Claiming the space closest to the stairs of the
estate is a handful of tall Ulfen men,
each dressed in warg furs and armed
with impressively large weapons.
Between them can be seen a thin
woman in a shimmering white-blue dress, a
resting scowl on her face as she paces next

Steam Dragonfly to a nearby table.

Pathfinder Society Scenario #6-08 8


Upon Wheels and Rime

Coven Matriarch Szvetneera (irritated female human


winter witch) of the Wintercrux Sisterhood does not The Great Goblin Chase Song
respond to anything but her full title, though she Spread the rime, steal the wheels,
begrudgingly orders her bodyguards to allow Keep the longshanks on our heels.
the party’s approach. She refers to the Tear the curtains, claw the floors,
train project as “a child’s whimsy” with Break stuff like we’re
barely contained derision and questions charging boars!
openly why the Pathfinders need to be Rimesnap says the hummies pay,
involved. She is resolved that the Chase us as we run away.
Jadwiga are more than capable of Scare the maids but do not kill,
creating such a device. Before the Just cause trouble as we will.
PCs can begin their Research checks, House too warm, back to th’woods,
they must first succeed on a DC 16 (DC Make off with our shiny goods.
19 for levels 3–4) Deception, Diplomacy, Think we made that butler cry
or Society check to placate her ego. We be goblins! Now bye-bye!

TRADITIONAL SOLUTIONS
RESEARCH 2 (4)
UNIQUE ARCANE PRIMAL bonus on Charisma-based checks
Research Checks Arcana to discuss the
polymorphic effects of chicken legs
Lieutenant Surkzin during the final combat with
Szvetneera against both her and
from a steel car, Diplomacy to keep her bodyguards (page 13).
Szvetneera’s frustration in check, or Nature to formulate
what track design would give chicken legs the best purchase The Great Train Model
2 Research Points Matriarch Szvetneera insists that the Robbery
only proper way to create an Irriseni device is to cleave Once the party has spoken with each of the representatives
to tradition. Therefore, she and her coven have devised a and exhausted all their research attempts, whether by
method to grow chicken legs on each of the cars, much like success or failure, it is time for Queen Anastasia to judge
Baba Yaga’s famous hut. the submissions.
5 Research Points Szvetneera dismisses the players without
even a thank you. As the Ulfen guards usher them away, it As the struggling sun reaches its zenith, Calix emerges from the
can be observed that they are less than happy with their main doors of the estate and tolls a large brass bell twice. The
patron’s behavior. This provides the PCs a +1 circumstance sound echoes across the courtyard, piercing through the chatter
of the assembled parties and drawing all eyes to the dromaar.
“Esteemed representatives, assembled staff, and, of
course, our honored guests from the Pathfinder Society. I
hope you have found the accommodations welcome and are
all prepared to present your solutions to Her Majesty Queen
Anastasia Nikolaevna Romanova. The court will receive you
in the estate’s meeting room. If you would please gather your
demonstrative models and accompany me closely. The estate
has many rooms and corridors, and it would not do for any of
you to lose your way.”

With a scattered mixture of grumbling and


excitement, the procession trails behind Calix until it
arrives at the same oak doors from earlier—this time
swung wide. The long table has been replaced by
a circular one, chairs arrayed with name cards
so each representative can find their mark easily.

Stone Road Express Tactfully positioned at an angle of the table that


sets her apart from the rest, yet still in full view of

Pathfinder Society Scenario #6-08 9


Upon Wheels and Rime

the proceedings, sits Queen Anastasia on throne of crafted difficult, as the goblins tear through the building in a
ice. She rises in a respectful show before motioning for the flurry of chaos, which stymies attempts to catch them.
assembled parties to sit. Once the room has calmed, the Start the chase with the goblins on the Conservatory
Irriseni queen pulls herself to her full height. Obstacle and move them forward at one Obstacle per
round. The goblins move first, followed by the
“Our thanks again, to each of you in turn for replying to players. If the PCs are on the same Obstacle
our summons. We understand the task we commission as the goblins, each player may use their
is not only strange but made more difficult without turn to attempt a DC 18 (DC 21 for
our ability to demonstrate the function of a train levels 3–4) Athletics or Thievery check
properly. Therefore, we knew it was best to allow to wrench a train model from a goblin’s
the people of Golarion to set loose their hand. The chase ends when the goblins
vision and ingenuity in order to bring pass the Rear Window obstacle or
it about. We are sure we will not be when the PCs have recovered
disappointed in what we are about all five train models (though
to see. If you would please this is unlikely). For the full
lay out your demonstration rules on running a Chase
models on the table before you.” encounter, see pages 192–195
The assembled representatives of Pathfinder GM Core.
produce their model locomotives and
Levels 1–2
begin to set them up. Queen Anastasia
opens her mouth to continue before
Ivinder Greaseblood
the sound of wrenching metal and THE GREAT GOBLIN CHASE
shattering glass cuts her off.  CHASE 1
Cold wind surges through the wreckage of the meeting Page 17
room’s large windows, the panes reduced to jagged edges and
fine powder on the floor. Before anyone in the room can react, Levels 3–4
a group of six goblins, their skin a pale blue and accented
by patchy tufts of white fur, barge through the opening. The THE GREATER GOBLIN CHASE CHASE 3
small creatures surge over the large table, knocking it over Page 23
and scattering the models. The goblins slide across the floor,
scooping up the models and dashing out of the room. They Development: The goblins manage to elude the players,
round a corner, the sound of shrieking house maids marking bringing with them the train models the representatives
their passage through the estate. worked so hard to develop. While they can be recreated,
Only Lieutenant Surkzin still holds her model, shock it would be incredibly time consuming and likely erode
somehow an even odder emotion on her hobgoblin features all faith in the project. Calix catches up with the PCs
than a smile. As she begins to formulate an explanation the
chaos increases with the shouts of the other representatives.
Accusations are quick to fly, with many of the group casting
blame on the lieutenant and crying conspiracy.
Calix is the first to regain his
composure. He gestures to the door
leading out into the rest of the estate.
“Pathfinders, if you please?” he
entreats in a strained voice.

THE GREAT GOBLIN CHASE


Picking up the goblins’ trail through
the estate is an easy task—the PCs
need only follow the sound of
breaking objects and the rousing
chorus of goblin song. Keeping
up with the troublemakers is more
Dongun Locomotive

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Upon Wheels and Rime

at the conclusion of the chase and asks them to follow Creatures: Use the map on page 12 for this encounter.
the goblins to retrieve the models. In the unlikely event An icicle snake has taken up residence along the overhang
that the PCs recovered all five models during of the guest house roof. It used its Icicle ability to blend in
the chase, Calix still requests they find the with the natural formations and waits until the PCs
goblins to discover their true motivations are within striking distance to reveal itself.
and ensure another raid doesn’t happen.
In either case, he requests that the party Levels 1–2
resolve the situation with as little bloodshed
as possible. ICICLE SNAKE CREATURE 2
Page 18
A. OUTSIDE THE GUEST HOUSE
LOW Levels 3–4

The yard behind the estate is strangely ICICLE SNAKES (2) CREATURE 2
quiet after the ruckus inside. A thin Page 24
layer of snow and frost covers
the ground, marred by the recent Treasure: Beneath the overhang
passage of small feet. The trail leads is a row of open jars used to
past a modest guest house apart collect snow melt for drinking
from the main building and through water. The liquid that passed over
underbrush to the Hoarwood’s the icicle snake has been altered in
evergreen trees beyond. A set of long composition and fermented into
icicles hang lazily from the guest house’s 2 lesser frost vials (2 moderate
roof, a steady drip of ice melt sliding frost vials for levels 3–4).
down their lengths.
A1. Rimesnap’s Throne
This guest house has not seen
Matriarch Szvetneera Moderate
much use during Anastasia’s visit Discovering the destination of
here, being far too small to accommodate all the goblins is quite easy—the rascals were
the guests comfortably, let alone afford them so excited over a successful heist and chaos-
space away from each other. The winter goblins fled inducing rampage that they didn’t bother covering their
through this yard on their way back to Rimesnap to tracks. A couple hours of travel through the Hoarwood
present the twigjack with their loot. The party can easily leads the PCs to a clearing. It’s here that an especially
follow the footprints, but as they do so they are attacked malicious twigjack named Rimesnap, who has styled
by the yard’s denizens. themselves as king of this section of the Hoarwood, holds
court. Matriarch Szvetneera drew the fey into her
plans with flattery and the promise of expanding
their claim, but in truth Rimesnap required little
encouragement to sow chaos and hopefully
bloodshed among the humanoids at the estate. They,
in turn, manipulated the local winter goblins
into “playing a game with the longshanks.”
Unaware of any further machinations, the
goblins cheerfully agreed, leading to the
incident at the estate. Now Rimesnap is
reviewing their prizes, praising the goblins
just enough to keep them under their
bramble-laced thumb.

The ring that edges this clearing is marked

Yaga Express by a gruesome spectacle; trees stripped of needles


and garnished with thorny vines that impale scores of

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Upon Wheels and Rime

A. Outside the Guesthouse

ENEMIES
START
HERE

1 SQUARE = 5 FEET PATHFINDER FLIP-MAP CLASSICS: WINTER FOREST

dead crows like a natural iron maiden. The group of chattering A loud crack that sounds like a log splitting disperses the
winter goblins crowd the center of the clearing, gathered around cluster back to a reasonable distance, allowing for a proper look.
a sizable wooden structure and all but climbing over each other The desiccated remains of a tree stump have been hollowed
to get closer. out and shaped into a twisted facsimile of a throne, complete
with a soaring back and wide arms that make it too large for
its occupant: a human-shaped plant, no larger than a forearm,
woven with gnarled branches and pine needles encrusted
with frost. It twirls a piece of sapling in what passes for its
hands, capped with red berries like rubies on a scepter, the
very image of a tiny wicker king. Its featureless head tilts
downward, gazing at the train models pilfered from Queen
Anastasia’s estate.

As the PCs approach, the mob of goblins


falls uncharacteristically silent, eyes darting
between the intruders and Rimesnap. The fey
turns their eyeless face to the trespassers, somehow
twisting their featureless countenance into something
resembling haughty curiosity. In a voice that sounds
like frosted branches snapping underfoot, they
ask, “What humanoids dare impose upon our
court?” If questioned about their motives, Rimesnap is
uncooperative; they express pleasure with the sound of
creaking wood if shown excessive deference, but still
refuse to surrender the trains. They claim that a train
would cause untold destruction to the Hoarwood, and
such would be an assault on their kingdom.
Creatures: Rimesnap makes a grandiose appeal to

Frost Goblin the assembled winter goblins, demanding that any


champions step forward to protect their king. Players can

Pathfinder Society Scenario #6-08 12


Upon Wheels and Rime

make a Diplomacy or Intimidation check to convince the leader recalls a stranger speaking with Rimesnap about
goblins to disarm, or a Nature check to point out the a week ago, but thinks all medium humanoids look the
twigjack’s relative lack of power within the Hoarwood same and doesn’t remember further details. With the
(DC 15, or 18 for levels 3–4). A success or greater causes models recovered, the goblins ask to return with the PCs
the goblins to stand down, forcing Rimesnap to use the so they can apologize and explain themselves to Anastasia.
necromantic talisman they received from Szvetneera to If the PCs, for whatever reason, don’t hold to Calix’s
animate the corpses of the impaled ravens around the request and fight the winter goblins with lethal force, all
clearing. If this happens, run Rimesnap Abandoned; but one of the goblins have scattered from the scene by
otherwise, run Rimesnap’s Forces. Use the map on page the time the fight is over. This lone brave goblin provides
14 for this encounter. the above information and asks to return with the PCs to
clear his group’s name.
Levels 1–2 Rimesnap Abandoned
A2. Return to the Estate Severe
RIMESNAP CREATURE 2 With the winter goblin leaders in tow, the players have
Page 19, art on page 32 an uneventful walk back to Anastasia’s estate where
masses of servants are already busy repairing the mild
ZOMBIE CROW SWARM CREATURE –1 damage done by the goblin’s raid. Their faces are a mix
Page 19 of exasperation and nervousness upon seeing the group
again, but they’re persuaded by Calix to go back to their
Levels 1–2 Rimesnap’s Forces duties. The dromaar aide escorts the party back to the
council chamber where Anastasia and the representatives
RIMESNAP CREATURE 2 are still assembled. The atmosphere is quieter, though no
Page 20, art on page 32 less charged, with Matriarch Szvetneera standing clearly
on one side of the table facing the others.
GOBLIN WARRIOR CREATURE –1
Page 20, art on page 32 “The fact remains, Your Majesty,” Matriarch Szvetneera
continues, her face awash with smug confidence, “your servant
Levels 3–4 Rimesnap Abandoned and his pet Pathfinders have not returned, and we are unable
to proceed with this endeavor. There are obviously traitors
KING RIMESNAP CREATURE 4 among this assembly, and given that the representative from
Page 25, art on page 32 Oprak is both unaffected and known to frequent with goblins,
the culprit is apparent.”
ZOMBIE CROW FLOCK CREATURE 1 “I have a name and rank, Matriarch,” Lieutenant Surkzin
Page 25 responds. “If you would accuse me of a misdeed, please be
kind enough to address me by them.” Szvetneera’s Ulfen
Levels 3–4 Rimesnap’s Forces guards snap their hands to their weapons as the tension in
the room increases.
KING RIMESNAP CREATURE 4
Page 26, art on page 32 As the PCs enter the room with the winter goblin
leaders, one of them points to Matriarch Szvetneera,
GOBLIN COMMANDO CREATURE 1 shouting “That’s the longshanks that was talkin’ with
Page 26, art on page 32 King Rimesnap!”
Amid the gasps from the assembled representatives,
Development: With Rimesnap defeated, the PCs are free Szvetneera lets out a frustrated groan and yells back
to recover the train models and question any remaining “That useless piece of firewood failed?” She motions to
goblins. Whether they sent champions forward or not, her guards, who spring into action to attack. The rest of
the winter goblins are sufficiently impressed with the the representatives usher Queen Anastasia and Calix out
Pathfinders’ strength and agree to tell them what little of the room, where they can be heard fighting among
they know. They say that Rimesnap asked them to “play more witchguards in the hall.
a game with the longshanks” and steal the train models. Creatures: Matriarch Szvetneera rose to her rank
The fey phrased the raid as a good bit of fun, and so the through a combination of subterfuge, modest magical
goblins never meant any harm or violence. The goblin talent, and a healthy dose of Ulfen muscle. Her bodyguards

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Upon Wheels and Rime

A1. Rimesnap’s Throne

R = RIMESNAP
1 SQUARE = 5 FEET PATHFINDER FLIP-MAP CLASSICS: WINTER FOREST

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Upon Wheels and Rime

A2. Return to the Estate

ENEMIES
START
HERE

1 SQUARE = 5 FEET PATHFINDER FLIP-MAP: TREASURE TROVE

do their best to kept combatants away from her and aren’t


bothered to be caught in the crossfire thanks to their
witchguard resistance. While the other representatives
are too occupied with other witchguards and protecting
Anastasia to assist as full combatants, a special action can
be used in this combat to enlist their help. Players may
select the winter goblin option only if they avoid
combat with the tribe during encounter A2.
Use the map above for this encounter.

HELP FROM ALLIES [one-action] TO [two-actions]


AUDITORY
Frequency once per minute per PC; Requirements The
PCs gained enough research points to reach the second
threshold of the representative’s skill challenge.
You call out to your unlikely allies during this fight, knowing
that you’re stronger together!
Firozet [one-action] Firozet throws an alchemical bomb laced with
elemental energy at a target within 10 feet of the PC. This
deals 2d6 fire damage in a 10-foot burst (Basic Reflex DC
16, or DC 19 for levels 3–4).
Danixki [two-actions] Danixki lets out a vicious howl. Each enemy
within 10 feet of the triggering PC must succeed a DC
16 (DC 19 for levels 3–4) Will save or be frightened 1,
frightened 2 on a critical failure.
Siraya [two-actions] Siraya uses fey magic to disrupt Szvetneera’s
connection to the primal world. Until the end of the
triggering PC’s next turn, whenever Szvetneera Casts a

Rimesnap Spell, she must succeed a DC 6 flat check or have the


action interrupted.

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Upon Wheels and Rime

Lieutenant Surkzin [two-actions] The lieutenant tosses the triggering train from an outside representative, check box B. If the
PC an Oprak field medicine kit. This PC can spend one PCs feel that Szvetneera’s train should be excluded from
action to use this kit on themselves or a willing ally and consideration, check box C.
restore 2d8 Hit Points.
Ivinder [two-actions] Ivinder scatters a bottle of slurk grease into the PRIMARY OBJECTIVES
room. A 15-foot emanation centered on the triggering PC The PCs complete their primary objective if they find the
becomes difficult terrain for 1d4 rounds. winter goblin tribe, recover the set pieces, and judge the
Winter Goblins [one-action] A pair of overeager winter goblins dash competition. Doing so earns each PC 2 Reputation with
into the room, singing a goblin song and generally getting their chosen faction.
in the way. A target enemy within 10 feet of the triggering
PC is off-guard until the start of the PC’s next turn. SECONDARY OBJECTIVES
The PCs complete their secondary objective if they have
Levels 1–2 the winter goblin tribe assigned to the castle by handling
them non-lethally. Doing so earns each PC 2 Reputation
MATRIARCH SZVETNEERA LEVEL 2 with their chosen faction.
Page 21, art on page 32

ULFEN BODYGUARD (3) LEVEL –1


Page 21

Levels 3–4

HIGH MATRIARCH SZVETNEERA LEVEL 4


Page 27, art on page 32

ULFEN CAPTAIN (2) LEVEL 2


Page 27

Conclusion
With Matriarch Szvetneera defeated and her plot
revealed by her own admission, the rest of witchguards
she enlisted to attack the estate retreat. Anastasia,
Calix, and the other representatives enter back into
the room, each with some superficial injuries that
Calix insists aren’t serious. Queen Anastasia thanks
the Pathfinders for their help and asks if they have any
suggestions as to which train proposal(s) she should
look at more closely. Since the demonstrations were
cut short by the violence, it will take her time to reach
a full decision. Finally, more to herself than the party,
she asks what should be done with winter goblins.
Calix jokingly suggests “winter goblin soup” for
dinner, to which there is a clamoring from the goblins
to expose their good traits and that they want to help.
The dromaar gives a performative sigh and appoints
them “consultants” to prevent others from sneaking
into the estate.

REPORTING NOTES
If the majority of the PCs feel that Anastasia should
use an Irriseni representative’s train, check box A. If
the majority of the PCs feel that Anastasia should use a

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Appendix 1: Level 1–2


Encounters Scaling The
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this Great Goblin Chase
scenario. These encounters are written for four 1st-
level PCs. If your group has a different composition or To adjust for the PCs’ overall strength, use the
size, refer to the Organized Play section on page 33 for following Challenge Point adjustment.
instructions on how to use the scaling sidebars to adjust 12–15 Challenge Points: Increase the DCs on all
the encounters for your group. Some scaling sidebars checks by 1.
reference the elite or weak adjustments. Rules for these 16–18 Challenge Points (5+ players): Add 1 Chase
adjustments appear on page 6 of the Pathfinder Monster Point to each obstacle.
Core. If a creature is marked “(0),” don’t include it in
the encounter unless otherwise specified (likely from the
scaling sidebars).
BACK HALLWAY OBSTACLE 1
THE GREAT GOBLIN CHASE (LEVELS Chase Points 4; Overcome DC 13 Arcana to deactivate the
1–2) magical trap or DC 15 Crafting to quickly repair the painting.
The hallway leads to the rear of the house, ending in a large
MAIN HALLWAY OBSTACLE 1 bay window. The goblins have disturbed the portraits of
Chase Points 4; Overcome DC 16 Acrobatics to maintain previous Winter Queens along the wall, including defacing
balance or DC 15 Nature to identify the least slippery a portrait of Queen Elvanna, triggering a magical trap that
patches of ice. fills the hall with blinding sleet.
The main hallway of the estate is in much worse shape now,
with claw marks dug across the walls and floor and a thin REAR WINDOW OBSTACLE 1
patch of slippery ice spread around. Chase Points 4; Overcome DC 15 Acrobatics to climb across
the broken glass or DC 13 Survival to find another route.
SITTING ROOM OBSTACLE 1 The window here was damaged by the goblin’s escape, leaving
Chase Points 4; Overcome DC 15 Diplomacy check to calm broken glass along the frame. Each failed check to move
the panicked staff or DC 13 Thievery check to catch the across the window frame results in 1d6 piercing damage.
gilded egg.
The once well-maintained sitting room appointed by fine
furniture and expensive artifacts has been thoroughly
ransacked. A lingering winter goblin hurls a parting
shot of a bejeweled and gilded egg while the staff that’s
been cleaning the room are in hysterics, blocking most
movement through the room.

GAME ROOM OBSTACLE 1


Chase Points 4; Overcome DC 13 Athletics to climb over the
tables or DC 15 Society check to realize which pieces are
not fragile.
An entertaining room filled with large tables and assorted
games from across the Inner Sea. The maids from the
previous room can be heard shouting not to damage any of
the game pieces or disturb the layout.

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Upon Wheels and Rime

ENCOUNTER A (LEVELS 1–2)


Scaling Encounter A
ICICLE SNAKE CREATURE 2
SMALL COLD ELEMENTAL WATER To adjust for the PCs’ overall strength, use the
Variant icicle snake (Pathfinder Bestiary 2 114) following Challenge Point adjustments. These
Perception +7; darkvision adjustments are not cumulative.
Skills Athletics +7, Stealth +7 10–11 Challenge Points: Replace the icicle snake
Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha +0 with two weak icicle snakes.
AC 18; Fort +8, Ref +9, Will +5 12–13 Challenge Points: Add one animated kite
HP 35; Immunities bleed, cold, paralyzed, poison, sleep; to the encounter.
Weaknesses fire 5 14–15 Challenge Points: Add one weak icicle
Speed 25 feet, climb 20 feet snake to the encounter.
Melee [one-action] jaws +9 (finesse), Damage 1d6+1 piercing plus 1d6 16–18 Challenge Points (5+ players): Add one
persistent cold icicle snake to the encounter.
Icicle [one-action] (concentrate) Until the next time it acts, the icicle
snake appears to be an unassuming icicle. It has an
automatic result of 27 on Deception checks and DCs to
pass as an icicle. ANIMATED KITE (0) CREATURE 0
SMALL CONSTRUCT MINDLESS
WEAK ICICLE SNAKE (0) CREATURE 1 Pathfinder Tian Xia World Guide 278
SMALL COLD ELEMENTAL WATER Perception +6; darkvision
Variant icicle snake (Pathfinder Bestiary 2 114) Skills Acrobatics +7
Perception +7; darkvision Str +0, Dex +3, Con +0, Int –5, Wis +0, Cha –5
Skills Athletics +5, Stealth +5 AC 15 (13 when broken); construct armor; Fort +4, Ref +9, Will +4
Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha +0 HP 15; Hardness 1; Immunities bleed, death effects, disease,
AC 16; Fort +6, Ref +7, Will +3 doomed, drained, fatigued, healing, mental, nonlethal
HP 25; Immunities bleed, cold, paralyzed, poison, sleep; attacks, paralyzed, poison, sickened, spirit, unconscious,
Weaknesses fire 5 vitality, void
Speed 25 feet, climb 20 feet Construct Armor Like normal objects, an animated kite has
Melee [one-action] jaws +7 (finesse), Damage 1d6–1 piercing plus 1d6–2 Hardness. This Hardness reduces any damage it takes by
persistent cold an amount equal to the Hardness. Once an animated kite
Icicle [one-action] (concentrate) Until the next time it acts, the icicle is reduced to less than half its Hit Points, or immediately
snake appears to be an unassuming icicle. It has an upon being damaged by a critical hit, its construct armor
automatic result of 27 on Deception checks and DCs to breaks and its Armor Class is reduced to 13.
pass as an icicle. Speed fly 30 feet
Melee [one-action] frame +7 (magical, finesse), Damage 1d6 bludgeoning
Attach Line [one-action] (manipulate) The animated kite gives its line to
an adjacent ally with a free hand. The kite remains attached
until the creature releases it or the kite flies more than 60
feet away. A creature between them can also sever the
line with a successful Strike against AC 13 that deals any
amount of slashing damage.
Sawing Line [two-actions] Requirements The animated kite has its
line attached to an ally; Effect Each creature along the line
between the kite and its ally takes 1d6 slashing damage
(DC 16 basic Reflex save).

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Upon Wheels and Rime

ENCOUNTER A1. RIMESNAP


ABANDONED (LEVELS 1–2) Scaling Encounter A1.
RIMESNAP CREATURE 2 Rimesnap Abandoned
UNIQUE TINY COLD FEY PLANT WOOD
Variant twigjack (Pathfinder Monster Core 332) To adjust for the PCs’ overall strength, use the
Perception +7; darkvision following Challenge Point adjustments. These
Languages Common, Fey adjustments are not cumulative.
Skills Acrobatics +7, Athletics +5, Nature +4, Stealth +7 10–11 Challenge Points: Add one zombie crow
Str +1, Dex +4, Con +2, Int +0, Wis +1, Cha +2 swarm to the encounter.
AC 17; Fort +8, Ref +11, Will +5 12–13 Challenge Points: Add two zombie crow
HP 34; Weaknesses axes 5, fire 5 swarms to the encounter.
Speed 20 feet 14–15 Challenge Points: Add one zombie crow
Melee [one-action] claw +9 (agile, finesse, reach 0 feet), Damage 1d8+2 swarm and one zombie crow flock to the encounter.
slashing plus 1d4 persistent cold 16–18 Challenge Points (5+ players): Add two
Ranged [one-action] splinter +11 (deadly 1d6, range increment 30 feet), zombie crow flocks to the encounter.
Damage 1d6+2 piercing plus 1d4 persistent cold
Bramble Jump [three-actions] (plant, primal, teleportation, wood)
Requirements Rimesnap is in undergrowth; Effect
Rimesnap scrambles into the undergrowth and instantly ZOMBIE CROW FLOCK (0) CREATURE 1
teleports to a square of undergrowth within 60 feet. This UNCOMMON LARGE ANIMAL SWARM UNDEAD
movement doesn’t trigger reactions. Perception +4; darkvision
Pine Spray [two-actions] Rimesnap sprays a volley of frozen pine Skills Acrobatics +7
needles from their body in a 15-foot cone, dealing 1d6 Str +1, Dex +3, Con +2, Int –5, Wis +0, Cha –4
piercing and 1d6 cold damage (DC 18 basic Reflex save). AC 16; Fort +10, Ref +7, Will +4
Rimesnap can’t use Pine spray again for 1d4 rounds. HP 25; Immunities bleed, death effects, disease, grapple,
mental, paralyzed, poison, precision, prone, restrained,
ZOMBIE CROW SWARM CREATURE –1 swarm mind, unconscious; Weaknesses area damage 5,
UNCOMMON LARGE ANIMAL SWARM UNDEAD splash damage 5, vitality 5
Perception +2; darkvision Slow A zombie crow swarm is permanently slowed and can’t
Skills Acrobatics +5 use reactions.
Str +1, Dex +3, Con +2, Int –5, Wis +0, Cha –4 Speed 25 feet, fly 25 feet
AC 15; Fort +8, Ref +5, Will +2 Swarming Pecks [one-action] Each enemy in the swarm’s space takes
HP 9; Immunities bleed, death effects, disease, grapple, 1d8 piercing damage (DC 17 basic Reflex save)
mental, paralyzed, poison, precision, prone, restrained,
swarm mind, unconscious; Weaknesses area damage 5,
splash damage 5, vitality 5
Slow A zombie crow swarm is permanently slowed and can’t
use reactions.
Speed 25 feet, fly 25 feet
Swarming Pecks [one-action] Each enemy in the swarm’s space takes
1d6 piercing damage (DC 16 basic Reflex save)

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ENCOUNTER A1. RIMESNAP’S FORCES


(LEVELS 1–2) Scaling Encounter A1.
RIMESNAP CREATURE 2 Rimesnap's Forces
UNIQUE TINY COLD FEY PLANT WOOD
Variant twigjack (Pathfinder Monster Core 332) To adjust for the PCs’ overall strength, use the
Perception +7; darkvision following Challenge Point adjustments. These
Languages Common, Fey adjustments are not cumulative.
Skills Acrobatics +7, Athletics +5, Nature +4, Stealth +7 10–11 Challenge Points: Add one goblin warrior
Str +1, Dex +4, Con +2, Int +0, Wis +1, Cha +2 to the encounter.
AC 17; Fort +8, Ref +11, Will +5 12–13 Challenge Points: Add two goblin warriors
HP 34; Weaknesses axes 5, fire 5 to the encounter.
Speed 20 feet 14–15 Challenge Points: Add one goblin warrior
Melee [one-action] claw +9 (agile, finesse, reach 0 feet), Damage 1d8+2 and one goblin commando to the encounter.
slashing plus 1d4 persistent cold 16–18 Challenge Points (5+ players): Add two
Ranged [one-action] splinter +11 (deadly 1d6, range increment 30 feet), goblin commandos to the encounter.
Damage 1d6+2 piercing plus 1d4 persistent cold
Bramble Jump [three-actions] (plant, primal, teleportation, wood)
Requirements Rimesnap is in undergrowth; Effect
Rimesnap scrambles into the undergrowth and instantly GOBLIN COMMANDO (0) CREATURE 1
teleports to a square of undergrowth within 60 feet. This SMALL GOBLIN HUMANOID
movement doesn’t trigger reactions. Pathfinder Monster Core 174
Pine Spray [two-actions] Rimesnap sprays a volley of frozen pine Perception +5; darkvision
needles from their body in a 15-foot cone, dealing 1d6 Languages Common, Goblin
piercing and 1d6 cold damage (DC 18 basic Reflex save). Skills Acrobatics +6, Athletics +6, Intimidation +5, Nature +5,
Rimesnap can’t use Pine spray again for 1d4 rounds. Stealth +6
Str +3, Dex +3, Con +2, Int –1, Wis +0, Cha +2
GOBLIN WARRIOR CREATURE –1 Items horsechopper, leather armor, shortbow (20 arrows)
SMALL GOBLIN HUMANOID AC 17; Fort +7, Ref +8, Will +5
Pathfinder Monster Core 174 HP 18
Perception +2; darkvision Goblin Scuttle [reaction] Trigger A goblin ally ends a move action
Languages Common, Goblin adjacent to the warrior; Effect The goblin Steps.
Skills Acrobatics +5, Athletics +2, Nature +1, Stealth +5 Speed 25 feet
Str +0, Dex +3, Con +1, Int +0, Wis –1, Cha +1 Melee [one-action] horsechopper +8 (reach 10 feet, trip, versatile P),
Items dogslicer, leather armor, shortbow (10 arrows) Damage 1d8+3 slashing
AC 16; Fort +5, Ref +7, Will +3 Ranged [one-action] shortbow +8 (deadly d10, range increment 60 feet,
HP 6 reload 0), Damage 1d6 piercing
Goblin Scuttle [reaction] Trigger A goblin ally ends a move action
adjacent to the warrior; Effect The goblin warrior Steps.
Speed 25 feet
Melee [one-action] dogslicer +7 (agile, backstabber, finesse), Damage
1d6 slashing
Ranged [one-action] shortbow +7 (deadly d10, range increment 60 feet,
reload 0), Damage 1d6 piercing

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Upon Wheels and Rime

ENCOUNTER A2 (LEVELS 1–2)


Scaling Encounter A2
MATRIARCH SZVETNEERA CREATURE 2
UNIQUE MEDIUM HUMAN HUMANOID To adjust for the PCs’ overall strength, use the
Female human winter witch following Challenge Point adjustments. These
Perception +8 adjustments are not cumulative.
Languages Common, Jotun, Skald 10–11 Challenge Points: Add animated kite to the
Skills Arcana +8, Intimidation +5, Nature +7 encounter.
Str +0, Dex +2, Con +3, Int +4, Wis +1, Cha +0 12–13 Challenge Points: Add one Ulfen captain
AC 16; Fort +8, Reflex +5, Will +11 to the encounter.
HP 25; Resistances cold 2 14–15 Challenge Points: Add one Ulfen captain
Winter’s Bite (aura, cold, primal) 30 feet, DC 18 Fortitude and one animated kite to the encounter.
save. Hostile creatures within this aura gain weakness 3 16–18 Challenge Points (5+ players): Replace all
to cold. A successful Fortitude save negates this effect for three Ulfen bodyguards with Ulfen captains.
1 minute.
Speed 25 feet
Melee [one-action] dagger +7 (agile, finesse, versatile S), Damage
2d4 slashing bodyguard makes a Strike against the creature, then
Primal Prepared Spells DC 18, attack +10; 1st chilling spray attempts to Shove their target. Depending on the outcome
(Pathfinder Player Core 2 242), fear (×2); Cantrips (1st) of their Strike, there may be additional effects.
electric arc, frostbite, gouging claw, guidance, ignition Critical Failure The Ulfen bodyguard is off-guard until the
Witch Hexes DC 18; Cantrips (1st) clinging ice (Player Core 386) start of their next turn.
Icy Protection [free-action] Whenever Szvetneera Casts a Spell with the Failure There is no effect.
cold trait, she can choose to grant one of her bodyguards Success The Ulfen bodyguard gains a +1 circumstance
resistance to cold 3. bonus to their attempt to Shove.
Shackling Cold [one-action] (primal, spellshape) Matriarch Szvetneera Critical Success The Ulfen bodyguard gains a +2
uses her mastery of ice magic to hobble a target. If her next circumstance bonus to their attempt to Shove.
action is to Cast a Spell with the cold trait, that spell also
gives the target a –10 circumstance penalty to their Speed ULFEN CAPTAIN (0) CREATURE 2
if they are affected. UNCOMMON MEDIUM HUMAN HUMANOID
Perception +11
ULFEN BODYGUARD CREATURE –1 Languages Common, Skald
UNCOMMON MEDIUM HUMAN HUMANOID Skills Athletics +8, Intimidation +7
Perception +8 Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
Languages Common, Skald Items battle axe, shortbow (20 arrows), studded leather armor
Skills Athletics +5, Intimidation +4 AC 17; Fort +11, Reflex +8, Will +5
Str +3, Dex +1, Con +3, Int –1, Wis +1, Cha +0 HP 36
Items battle axe, shortbow (20 arrows), studded leather armor Reactive Strike [reaction]
AC 15; Fort +8, Reflex +5, Will +2 Face Me! [reaction] Trigger A creature within 30 feet deals damage
HP 9 to Matriarch Szvetneera; Effect The Ulfen bodyguard lets
Reactive Strike [reaction] out a threating bellow at whoever injured their ward. They
Face Me! [reaction] Trigger A creature within 30 feet deals damage then attempt a check to Demoralize against the triggering
to Matriarch Szvetneera; Effect The Ulfen bodyguard lets creature, gaining a +2 circumstance bonus to the check.
out a threating bellow at whoever injured their ward. They Speed 25 feet
then attempt a check to Demoralize against the triggering Melee [one-action] battle axe +11 (sweep) Damage 1d8+5 slashing
creature, gaining a +2 circumstance bonus to the check. Ranged [one-action] shortbow +9 (range increment 60, deadly d10)
Speed 25 feet Damage 1d6+5 piercing
Melee [one-action] battle axe +8 (sweep), Damage 1d8+3 slashing Back Away! [two-actions] The Ulfen bodyguard attacks the target,
Ranged [one-action] shortbow +6 (range increment 60, deadly d10), pushing them back and away from their charge. The
Damage 1d6 piercing bodyguard makes a Strike against the creature, then
Back Away! [two-actions] The Ulfen bodyguard attacks the target, attempts to Shove their target. Depending on the outcome
pushing them back and away from their charge. The of their Strike, there may be additional effects.

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Critical Failure The Ulfen bodyguard is off-guard until the ANIMATED KITE (0) CREATURE 0
start of their next turn. SMALL CONSTRUCT MINDLESS
Failure There is no effect. Pathfinder Tian Xia World Guide 278
Success The Ulfen bodyguard gains a +1 circumstance Perception +6; darkvision
bonus to their attempt to Shove. Skills Acrobatics +7
Critical Success The Ulfen bodyguard gains a +2 Str +0, Dex +3, Con +0, Int –5, Wis +0, Cha –5
circumstance bonus to their attempt to Shove. AC 15 (13 when broken); construct armor; Fort +4, Ref +9, Will +4
HP 15; Hardness 1; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, mental, nonlethal
attacks, paralyzed, poison, sickened, spirit, unconscious,
vitality, void
Construct Armor Like normal objects, an animated kite has
Hardness. This Hardness reduces any damage it takes by
an amount equal to the Hardness. Once an animated kite
is reduced to less than half its Hit Points, or immediately
upon being damaged by a critical hit, its construct armor
breaks and its Armor Class is reduced to 13.
Speed fly 30 feet
Melee [one-action] frame +7 (magical, finesse), Damage 1d6 bludgeoning
Attach Line [one-action] (manipulate) The animated kite gives its line to
an adjacent ally with a free hand. The kite remains attached
until the creature releases it or the kite flies more than 60
feet away. A creature between them can also sever the
line with a successful Strike against AC 13 that deals any
amount of slashing damage.
Sawing Line [two-actions] Requirements The animated kite has its
line attached to an ally; Effect Each creature along the line
between the kite and its ally takes 1d6 slashing damage
(DC 16 basic Reflex save).

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Appendix 2: Level 3–4


Encounters Scaling The Greater
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this Goblin Chase
scenario. These encounters are written for four 3rd-
level PCs. If your group has a different composition or To adjust for the PCs’ overall strength, use the
size, refer to the Organized Play section on page 33 for following Challenge Point adjustment.
instructions on how to use the scaling sidebars to adjust 23–32 Challenge Points: Increase the DCs on all
the encounters for your group. Some scaling sidebars checks by 1.
reference the elite or weak adjustments. Rules for these 33+: Add 1 Chase Point to each obstacle.
adjustments appear on page 6 of the Pathfinder Monster
Core. If a creature is marked “(0),” don’t include it in
the encounter unless otherwise specified (likely from the
scaling sidebars). REAR WINDOW OBSTACLE 3
Chase Points 4; Overcome DC 18 Acrobatics to climb across
THE GREATER GOBLIN CHASE (LEVELS the broken glass or DC 16 Survival to find another route.
3–4) The window here was damaged by the goblin’s escape, leaving
broken glass along the frame. Each failed check to move
MAIN HALLWAY OBSTACLE 3 across the window frame results in 1d6 piercing damage.
Chase Points 4; Overcome DC 19 Acrobatics to maintain balance
or DC 18 Nature to identify the least slippery patches of ice.
The main hallway of the estate is in much worse shape now,
with claw marks dug across the walls and floor and a thin
patch of slippery ice spread around.

SITTING ROOM OBSTACLE 3


Chase Points 4; Overcome DC 18 Diplomacy check to calm the
panicked staff or DC 16 Thievery check to catch the gilded egg.
The once well-maintained sitting room appointed by fine
furniture and expensive artifacts has been thoroughly
ransacked. A lingering winter goblin hurls a parting
shot of a bejeweled and gilded egg while the staff that
been cleaning the room are in hysterics, blocking most
movement through the room.

GAME ROOM OBSTACLE 3


Chase Points 4; Overcome DC 16 Athletics to climb over
the tables or DC 18 Society check to realize which pieces
are sturdy.
An entertaining room filled with large tables and assorted
games from across the Inner Sea. The maids from the
previous room can be heard shouting not to damage any
of the game pieces or disturb the layout.

BACK HALLWAY OBSTACLE 3


Chase Points 4; Overcome DC 16 Arcana to deactivate the
magical trap or DC 18 Crafting to quickly repair the painting.
The hallway leads to the rear of the house, ending in a large
bay window. The goblins have disturbed the portraits of
previous Winter Queens along the wall, including defacing
a portrait of Queen Elvanna, triggering a magical trap that
fills the hall with blinding sleet.

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ENCOUNTER A (LEVELS 3–4)


Scaling Encounter A
ICICLE SNAKES (2) CREATURE 2
SMALL COLD ELEMENTAL WATER To adjust for the PCs’ overall strength, use the
Variant icicle snake (Pathfinder Bestiary 2 114) following Challenge Point adjustments. These
Perception +7; darkvision adjustments are not cumulative.
Skills Athletics +7, Stealth +7 19–22 Challenge Points: Add one animated kite
Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha +0 to the encounter.
AC 18; Fort +8, Ref +9, Will +5 23–27 Challenge Points: Add one icicle snake to
HP 35; Immunities bleed, cold, paralyzed, poison, sleep; the encounter.
Weaknesses fire 5 28–32 Challenge Points: Add one icicle snake
Speed 25 feet, climb 20 feet and one animated kite to the encounter.
Melee [one-action] jaws +9 (finesse), Damage 1d6+1 piercing plus 1d6 33+ Challenge Points (5+ players): Replace both
persistent cold icicle snakes with elite icicle snakes.
Icicle [one-action] (concentrate) Until the next time it acts, the icicle
snake appears to be an unassuming icicle. It has an
automatic result of 27 on Deception checks and DCs to
pass as an icicle. ANIMATED KITE (0) CREATURE 0
SMALL CONSTRUCT MINDLESS
ELITE ICICLE SNAKE (0) CREATURE 3 Pathfinder Tian Xia World Guide 278
SMALL COLD ELEMENTAL WATER Perception +6; darkvision
Variant icicle snake (Pathfinder Bestiary 2 114) Skills Acrobatics +7
Perception +9; darkvision Str +0, Dex +3, Con +0, Int –5, Wis +0, Cha –5
Skills Athletics +9, Stealth +9 AC 15 (13 when broken); construct armor; Fort +4, Ref +9, Will +4
Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha +0 HP 15; Hardness 1; Immunities bleed, death effects, disease,
AC 20; Fort +10, Ref +11, Will +7 doomed, drained, fatigued, healing, mental, nonlethal
HP 50; Immunities bleed, cold, paralyzed, poison, sleep; attacks, paralyzed, poison, sickened, spirit, unconscious,
Weaknesses fire 5 vitality, void
Speed 25 feet, climb 20 feet Construct Armor Like normal objects, an animated kite has
Melee [one-action] jaws +11 (finesse), Damage 1d6+3 piercing plus 1d6 Hardness. This Hardness reduces any damage it takes by
persistent cold an amount equal to the Hardness. Once an animated kite
Icicle [one-action] (concentrate) Until the next time it acts, the icicle is reduced to less than half its Hit Points, or immediately
snake appears to be an unassuming icicle. It has an upon being damaged by a critical hit, its construct armor
automatic result of 29 on Deception checks and DCs to breaks and its Armor Class is reduced to 13.
pass as an icicle. Speed fly 30 feet
Melee [one-action] frame +7 (magical, finesse), Damage 1d6 bludgeoning
Attach Line [one-action] (manipulate) The animated kite gives its line to
an adjacent ally with a free hand. The kite remains attached
until the creature releases it or the kite flies more than 60
feet away. A creature between them can also sever the
line with a successful Strike against AC 13 that deals any
amount of slashing damage.
Sawing Line [two-actions] Requirements The animated kite has its
line attached to an ally; Effect Each creature along the line
between the kite and its ally takes 1d6 slashing damage
(DC 16 basic Reflex save).

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ENCOUNTER A1. RIMESNAP


ABANDONED (LEVELS 3–4) Scaling Encounter A1.
KING RIMESNAP CREATURE 4 Rimesnap Abandoned
UNIQUE TINY COLD FEY PLANT WOOD
Variant twigjack (Pathfinder Monster Core 332) To adjust for the PCs’ overall strength, use the
Perception +11; darkvision following Challenge Point adjustments. These
Languages Common, Fey adjustments are not cumulative.
Skills Acrobatics +10, Athletics +8, Nature +7, Stealth +10 19–22 Challenge Points: Add one zombie crow
Str +1, Dex +5, Con +2, Int +0, Wis +1, Cha +2 flock to the encounter.
AC 17; Fort +11, Ref +14, Will +8 23–27 Challenge Points: Add one elite icicle
HP 65; Weaknesses axes 5, fire 5 snake to the encounter.
Speed 20 feet 28–32 Challenge Points: Add one zombie crow
Melee [one-action] claw +12 (agile, finesse, reach 0 feet), Damage flock and one elite icicle snake to the encounter.
1d8+2 slashing plus 1d6 persistent cold 33+ Challenge Points (5+ players): Add two elite
Ranged [one-action] splinter +14 (deadly 1d6, range increment 30 feet), icicle snakes to the encounter.
Damage 1d6+7 piercing plus 1d6 persistent cold
Bramble Jump [three-actions] (plant, primal, teleportation, wood)
Requirements Rimesnap is in undergrowth; Effect
Rimesnap scrambles into the undergrowth and instantly ELITE ICICLE SNAKE (0) CREATURE 3
teleports to a square of undergrowth within 60 feet. This SMALL COLD ELEMENTAL WATER
movement doesn’t trigger reactions. Variant icicle snake (Pathfinder Bestiary 2 114)
Pine Spray [two-actions] Rimesnap sprays a volley of frozen pine Perception +9; darkvision
needles from their body in a 15-foot cone, dealing 2d6 Skills Athletics +9, Stealth +9
piercing and 1d6 cold damage (DC 21 basic Reflex save). Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Rimesnap can’t use Pine spray again for 1d4 rounds. AC 20; Fort +10, Ref +11, Will +7
HP 50; Immunities bleed, cold, paralyzed, poison, sleep;
ZOMBIE CROW FLOCK CREATURE 1 Weaknesses fire 5
UNCOMMON LARGE ANIMAL SWARM UNDEAD Speed 25 feet, climb 20 feet
Perception +4; darkvision Melee [one-action] jaws +11 (finesse), Damage 1d6+3 piercing plus 1d6
Skills Acrobatics +7 persistent cold
Str +1, Dex +3, Con +2, Int –5, Wis +0, Cha –4 Icicle [one-action] (concentrate) Until the next time it acts, the icicle
AC 16; Fort +10, Ref +7, Will +4 snake appears to be an unassuming icicle. It has an
HP 25; Immunities bleed, death effects, disease, grapple, automatic result of 29 on Deception checks and DCs to
mental, paralyzed, poison, precision, prone, restrained, pass as an icicle.
swarm mind, unconscious; Weaknesses area damage 5,
splash damage 5, vitality 5
Slow A zombie crow swarm is permanently slowed and can’t
use reactions.
Speed 25 feet, fly 25 feet
Swarming Pecks [one-action] Each enemy in the swarm’s space takes
1d8 piercing damage (DC 17 basic Reflex save)

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ENCOUNTER A1. RIMESNAP’S FORCES


(LEVELS 3–4) Scaling Encounter A1.
KING RIMESNAP CREATURE 4 Rimesnap’s Forces
UNIQUE TINY COLD FEY PLANT WOOD
Variant twigjack (Pathfinder Monster Core 332) To adjust for the PCs’ overall strength, use the
Perception +11; darkvision following Challenge Point adjustments. These
Languages Common, Fey adjustments are not cumulative.
Skills Acrobatics +13, Athletics +10, Nature +8, Stealth +13 19–22 Challenge Points: Add one goblin
Str +3, Dex +5, Con +3, Int +1, Wis +3, Cha +2 commando to the encounter.
AC 21; Fort +11, Ref +13, Will +9 23–27 Challenge Points: Add one twigjack to
HP 65; Weaknesses axes 5, fire 5 the encounter.
Speed 20 feet 28–32 Challenge Points: Add one goblin
Melee [one-action] claw +13 (agile, finesse, reach 0 feet), Damage commando and one twigjack to the encounter.
1d10+4 slashing plus 1d6 persistent cold 33+ Challenge Points (5+ players): Add two
Ranged [one-action] splinter +13 (deadly 1d6, range increment 30 feet), twigjacks to the encounter.
Damage 1d6+4 piercing plus 1d6 persistent cold
Bramble Jump [three-actions] (plant, primal, teleportation, wood)
Requirements Rimesnap is in undergrowth; Effect
Rimesnap scrambles into the undergrowth and instantly TWIGJACK (0) CREATURE 3
teleports to a square of undergrowth within 60 feet. This TINY FEY PLANT ANIMAL
movement doesn’t trigger reactions. Pathfinder Monster Core 332
Pine Spray [two-actions] Rimesnap sprays a volley of frozen pine Perception +9; darkvision
needles from their body in a 15-foot cone, dealing 4d6 Languages Common, Fey
piercing and 1d6 cold damage (DC 21 basic Reflex save). Skills Acrobatics +11, Athletics +9, Nature +7, Stealth +11
Rimesnap can’t use Pine spray again for 1d4 rounds. Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +1
AC 19; Fort +9, Ref +11, Will +7
GOBLIN COMMANDO CREATURE 1 HP 50; Weaknesses axes 5, fire 5
SMALL GOBLIN HUMANOID Speed 25 feet
Pathfinder Monster Core 174 Melee [one-action] claw +11 (agile, finesse, reach 0 feet), Damage
Perception +5; darkvision 1d10+4 slashing
Languages Common, Goblin Ranged [one-action] splinter +11 (deadly 1d6, range increment 30 feet),
Skills Acrobatics +6, Athletics +6, Intimidation +5, Nature +5, Damage 1d6+4 piercing
Stealth +6 Bramble Jump [three-actions] (plant, primal, teleportation, wood)
Str +3, Dex +3, Con +2, Int –1, Wis +0, Cha +2 Requirements The twigjack is in undergrowth; Effect The
Items horsechopper, leather armor, shortbow (20 arrows) twigjack scrambles into the undergrowth and instantly
AC 17; Fort +7, Ref +8, Will +5 teleports to a square of undergrowth within 60 feet. This
HP 18 movement doesn’t trigger reactions.
Goblin Scuttle [reaction] Trigger A goblin ally ends a move action Splinter Spray [two-actions] The twigjack sprays a volley of frozen
adjacent to the warrior; Effect The goblin Steps. pine needles from their body in a 15-foot cone, dealing 4d6
Speed 25 feet piercing damage (DC 20 basic Reflex save). The twigjack
Melee [one-action] horsechopper +8 (reach 10 feet, trip, versatile P), can’t use Splinter Spray again for 1d4 rounds.
Damage 1d8+3 slashing
Ranged [one-action] shortbow +8 (deadly d10, range increment 60 feet,
reload 0), Damage 1d6 piercing

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ENCOUNTER A2 (LEVELS 3–4)


Scaling Encounter A2
HIGH MATRIARCH SZVETNEERA CREATURE 4
UNIQUE MEDIUM HUMAN HUMANOID To adjust for the PCs’ overall strength, use the
Female human winter witch following Challenge Point adjustments. These
Perception +11 adjustments are not cumulative.
Languages Common, Jotun, Skald 19–22 Challenge Points: Add one Ulfen captain
Skills Arcana +14, Intimidation +8, Nature +10 to the encounter.
Str +0, Dex +2, Con +3, Int +4, Wis +2, Cha +0 23–27 Challenge Points: Add one Ulfen
AC 19; Fort +11, Reflex +8, Will +14 witchguard to the encounter.
HP 48; Resistances cold 5 28–32 Challenge Points: Add one Ulfen captain
Winter’s Bite (aura, cold, primal) 30 feet, DC 21 Fortitude and one Ulfen witchguard to the encounter.
save. Hostile creatures within this aura gain weakness 5 33+ Challenge Points (5+ players): Add two
to cold. A successful Fortitude save negates this effect for Ulfen witchguards to the encounter.
1 minute.
Speed 25 feet
Melee [one-action] dagger +9 (agile, finesse, versatile S), Damage
2d4 slashing ULFEN CAPTAIN CREATURE 2
Primal Prepared Spells DC 21, attack +13; 2nd acid grip, UNCOMMON MEDIUM HUMAN HUMANOID
shatter; 1st chilling spray (Pathfinder Player Core 2 242), Perception +11
fear (×2); Cantrips (1st) electric arc, frostbite, gouging Languages Common, Skald
claw, guidance, ignition Skills Athletics +8, Intimidation +7
Witch Hexes DC 21; Cantrips (1st) clinging ice (Player Core 386) Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
Icy Protection [free-action] Whenever Szvetneera Casts a Spell with the Items battle axe, shortbow (20 arrows), studded leather armor
cold trait, she can choose to grant one of her bodyguards AC 17; Fort +11, Reflex +8, Will +5
resistance to cold 5. HP 36
Shackling Cold [one-action] (primal, spellshape) Matriarch Szvetneera Reactive Strike [reaction]
uses her mastery of ice magic to hobble a target. If her next Face Me! [reaction] Trigger A creature within 30 feet deals damage
action is to Cast a Spell with the cold trait, that spell also to Matriarch Szvetneera; Effect The Ulfen bodyguard lets
gives the target a –10 circumstance penalty to their Speed out a threating bellow at whoever injured their ward. They
if they are affected. then attempt a check to Demoralize against the triggering
creature, gaining a +2 circumstance bonus to the check.
Speed 25 feet
Melee [one-action] battle axe +11 (sweep) Damage 1d8+5 slashing
Ranged [one-action] shortbow +9 (range increment 60, deadly d10)
Damage 1d6+5 piercing
Back Away! [two-actions] The Ulfen bodyguard attacks the target,
pushing them back and away from their charge. The
bodyguard makes a Strike against the creature, then
attempts to Shove their target. Depending on the outcome
of their Strike, there may be additional effects.
Critical Failure The Ulfen bodyguard is off-guard until the
start of their next turn.
Failure There is no effect.
Success The Ulfen bodyguard gains a +1 circumstance
bonus to their attempt to Shove.
Critical Success The Ulfen bodyguard gains a +2
circumstance bonus to their attempt to Shove.

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ULFEN WITCHGUARD (0) CREATURE 4


UNCOMMON MEDIUM HUMAN HUMANOID
Perception +14
Languages Common, Skald
Skills Athletics +12, Intimidation +10
Str +3, Dex +2, Con +3, Int +0, Wis +1, Cha +2
Items battle axe, shortbow (20 arrows), studded leather armor
AC 20; Fort +14, Reflex +11, Will +8
HP 72
Reactive Strike [reaction]
Face Me! [reaction] Trigger A creature within 30 feet deals damage
to Matriarch Szvetneera; Effect The Ulfen bodyguard lets
out a threating bellow at whoever injured their ward. They
then attempt a check to Demoralize against the triggering
creature, gaining a +2 circumstance bonus to the check.
Speed 25 feet
Melee [one-action] battle axe +14 (sweep) Damage 2d8+5 slashing
Ranged [one-action] shortbow +12 (range increment 60, deadly d10)
Damage 2d6+5 piercing
Back Away! [two-actions] The Ulfen witchguard attacks the target,
pushing them back and away from their charge. The
bodyguard makes a Strike against the creature, then
attempts to Shove their target. Depending on the outcome
of their Strike, there may be additional effects.
Critical Failure The Ulfen witchguard is off-guard until the
start of their next turn.
Failure There is no effect.
Success The Ulfen witchguard gains a +1 circumstance
bonus to their attempt to Shove.
Critical Success The Ulfen witchguard gains a +2
circumstance bonus to their attempt to Shove.

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Appendix 3: Game Aids

Queen Anastasia Calix

Firozet Botosar Elemental Transit

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Upon Wheels and Rime
Appendix 3: Game Aids

Danixki The Train Sled

Siraya Steam Dragonfly

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Upon Wheels and Rime
Appendix 3: Game Aids

Lieutenant Surkzin Stone Road Express

Ivinder Greaseblood Dongun Locomotive

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Appendix 3: Game Aids

Matriarch Szvetneera Yaga Express

Frost Goblin Rimesnap

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ORGANIZED PLAY Starting Level HP Increase


Treasure Table 1 or lower 10
LEVEL TREASURE BUNDLE 2–4 15
1 1.4 gp 5–19 20
2 2.2 gp 20+ 30
3 3.8 gp
4 6.4 gp Weak Adjustment
To apply the weak adjustment, make the following
Treasure Bundles changes to a creature’s statistics:
▫ ▫ ▫ ▫ ▫ ▫ The Contractors, page 6: 1 Treasure Bundle • Decrease the creature’s AC, attack modifiers, DCs,
for each contractor that the PCs gain Research Points with, saving throws, and skill modifiers by 2.
up to 6 Treasure Bundles. • Decrease the damage of its Strikes and other
▫ ▫ Encounter A, page 11: 2 Treasure Bundles for defeating offensive abilities by 2. If the creature has limits on
Rimesnap. how many times or how often it can use an ability
▫ ▫ Encounter A2, page 13: 2 Treasure Bundles for defeating (such as a spellcaster’s spells or a dragon’s breath),
High Matriarch Szvetneera. decrease the damage by 4 instead.
• Decrease the creature’s Hit Points based on its
CP Total Level Range starting level (see the table below).
8–14 1–2
16–18 (5+ players) 1–2 Starting Level HP Decrease
16–18 (4 players) 3–4 1–2 –10
19+ 3–4 3–5 –15
6–20 –20
Challenge Points 21+ –30
Challenge Points are a system for scaling the difficulty
of encounters appropriately for groups of mixed size Remaster Changes
and level. Total up the number of Challenge Points your With our shift to the new ORC license, we’ve quite a
group has. bit of our terminology and rules information. Here’s a
• 1st-level PCs = 2 points each small section of the most used changes here in Organized
• 2nd-level PCs = 3 points each Play, but for the full Remaster updates, please reference
• 3rd-level PCs = 4 points each Pathfinder Player Core, Pathfinder Player Core 2, and
• 4th-level PCs = 6 points each Pathfinder GM Core.
Now use the table above to determine which level range
is appropriate for your PCs. Level 1–2 encounters appear • Attack of Opportunity is now Reactive Strike.
in Appendix 1, and level 3–4 encounters appear in • Spell levels and counteract levels are now referred to
Appendix 2. as spell ranks and counteract ranks.
• Flat-footed is now Off Guard.
Elite Adjustment • Negative damage is now void damage.
To apply the elite adjustment, make the following • Positive damage is now vitality damage.
changes to a creature’s statistics:
• Increase the creature’s AC, attack modifiers, DCs,
saving throws, and skill modifiers by 2.
• Increase the damage of its Strikes and other offensive
abilities by 2. If the creature has limits on how many
times or how often it can use an ability (such as a
spellcaster’s spells or a dragon’s breath), increase the
damage by 4 instead.
• Increase the creature’s Hit Points based on its
starting level (see the table to the side).

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Event Reporting Form


Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:

Adventure:

Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Envoy’s Alliance □ Grand Archive □ Horizon Hunters □ Radiant Oath □ Verdant Wheel □ Vigilant Seal

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

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PAIZO INC.
Creative Directors • James Jacobs and Luis Loza Accountant • Pasha Jurgensen
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Pathfinder Society Scenario #6-08 35


Pathfinder Society Scenario #6-08: Character Chronicle #
Upon Wheels and Rime

Character Name Organized Play # Character #

Adventure Summary

You were summoned to Irrisen at the behest of Queen Anastasia to offer advice on how to construct a new project, something
called a “locomotive” that she remembered fondly from Earth. After you met and learned about the different options from her
prospective contractors, the meeting was interrupted by a group of frost goblins breaking in and stealing all of the model trains
(except for the one from the representative of Oprak!). You gave chase and recovered the models, only to be met by a snobby
twigjack who insisted that they were the proper ruler, a lie fed to them from High Matriarch Szvetneera, one of the contractors
at Anastasia’s meeting. You learned that this was setup, a cover for the matriarch to attempt to have Anastasia assassinated! You
helped to defeat her forces, bringing calm to the palace once again.

Boons Rewards
Starting XP
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition)
Achievement Points, a currency that can be redeemed on our website at [Link] for special

Experience
character boons, such as access to rare or uncommon ancestries, feats, and more! To redeem your
Achievement Points, go to [Link]/organizedPlay/myAccount and click on the Boons tab. Note that XP Gained
you must have created a [Link] account and registered a character before you can begin making
Achievement Point transactions.
This adventure grants the following unique Achievement Boon: Frozen Tongues.
Total XP
Items Notes

lesser frost vial (level 1, 3 gp; Pathfinder Core


Rulebook 545) Starting GP
moderate frost vial (level 3, 10 gp; Pathfinder Core
Rulebook 545)

GP Gained
Gold

GP Spent

Total GP

Reputation/Infamy

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: KWPU
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit [Link]

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